Frictional Games Forum (read-only)
Quest And Journals - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html)
+---- Thread: Quest And Journals (/thread-12071.html)



Quest And Journals - jessehmusic - 12-25-2011

Hello I got problem in my notes and quest i goted the quest to get at the are to work but it dosnt say what i want to and it wont complete at the Complete area anyone what problem is here is lang.
PHP Code:
<LANGUAGE>
   <
CATEGORY Name="CustomStoryMain">
      <
Entry Name="Description">
        
The darkness is hunting you!....
      </
Entry>
   </
CATEGORY>
    <
CATEGORY
    <
Entry Name="Note_note_letter_1_Name">Run</Entry>
    <
Entry Name="Note_note_letter_1_Text">Run... the darkness is hunting you!!!"</Entry>
    <Entry Name"
Quest_TheWayQuest_Text">Find a way out</Entry>
    </CATEGORY>

   </LANGUAGE> 


here hps
PHP Code:
void OnStart()
{
AddEntityCollideCallback("Player""TheWay_Quest_Area""GetTheWayQuest"true1);
AddEntityCollideCallback("Player""TheWay_Complete_Area""FinishTheWayQuest"true1);
}

 
void GetTheWayQuest(string &in asParentstring &in asChildint alState)
{
AddQuest ("thewayquest" "TheWayQuest");
}

void FinishTheWayQuest(string &in asParentstring &in asChildint alState)
{
CompleteQuest ("thewayquest" "TheWayQuest");
}
void OnEnter()
 {
     
AddUseItemCallback("""keytodoor_1""mansion_1""KeyOnDoor"true); 
 }

 
void KeyOnDoor(string &in asItemstring &in asEntity)
 {
     
SetSwingDoorLocked("mansion_1"falsetrue);
     
PlaySoundAtEntity("""unlock_door.snt""mansion_1"0.0ftrue);
 } 



RE: Quest And Journals - Obliviator27 - 12-25-2011

Your .hps appears to be correct. The problem lies in you not naming the Journal category. You had

<CATEGORY>

// Journal stuff

</CATEGORY>



When you should have had

<CATEGORY Name="Journal">

// Journal Stuff

</CATEGORY>\



I'm sure that if you make this minor change, it should work just fine.



RE: Quest And Journals - jessehmusic - 12-25-2011

thanx mannn gonna check it now Ty!!! Smile<3
btw you know whats wrong on my name for the key custom name.
I got this then


<CATEGORY Name="Inventory">
<Entry Name="ItemName_doortokey1">A Key</Entry>
<Entry Name="ItemDesc_doortokey1>Key to an door</Entry>
</CATEGORY>

no i dosnt work Sad



RE: Quest And Journals - Obliviator27 - 12-25-2011

Make sure the entry on your extra_english.lang corresponds with the CustomItemSubType, under the Entity tab.

For example, Key1 needs to be under the CustomItemSubType(Could have the name wrong, but it'll be near the bottom under the entity tab of the item) and not the name under the General tab.



RE: Quest And Journals - jessehmusic - 12-25-2011

ty i have it to work now ty btw do you know how to make a door slam when player enter area i cant find any tut on youtube or on this forum :S Do you know if you know please shere ! Smile<3
i found this as doorslam in an other custom stories just so i can check out how it looks when it worked but this is what i found "void DoorSlam(string &in asParent, string &in asChild, int alState)
{
if(GetSwingDoorClosed("mansion_1") == false){
StartPlayerLookAt("mansion_1", 5, 5, "");
AddTimer("Slam", 0.5f, "TimerSlamDoor");
}
}

void TimerSlamDoor(string &in asTimer)
{
SetSwingDoorClosed("mansion_1", true, true);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
GiveSanityDamage(25.0f, true);
AddTimer("Stoplook", 3.0f, "PlayerStopLook");
}"


RE: Quest And Journals - jessehmusic - 12-25-2011

Btw nvm i have it to work


RE: Quest And Journals - Rhonin - 01-19-2012

(12-25-2011, 07:48 PM)jessehmusic Wrote: Btw nvm i have it to work
Hi, I'm having the same problem and I was wondering if you would post the fixed version of your "add quest" .lang and hps. because I can't figure out why my quest text doesn't show.

I would apreciate it very much. an maybe we can even put it up on the wiki Smile


RE: Quest And Journals - SilentStriker - 01-19-2012

(01-19-2012, 05:09 PM)Rhonin Wrote:
(12-25-2011, 07:48 PM)jessehmusic Wrote: Btw nvm i have it to work
Hi, I'm having the same problem and I was wondering if you would post the fixed version of your "add quest" .lang and hps. because I can't figure out why my quest text doesn't show.

I would apreciate it very much. an maybe we can even put it up on the wiki Smile
The thing about adding quests is that they explain it pretty bad on the wiki (atleast that's what I thought) So i would suggest looking at the original amnesia .lang file and then learn from there.

But it should be written something like this

<CATEGORY Name="Quest">
<Entry Name"Quest_TheWay_Text">Find a way out</Entry>
</CATEGORY>

(I think.. I'm not at my own computer so i can't check but i think it's like this)



RE: Quest And Journals - Rhonin - 01-19-2012


(01-19-2012, 06:16 PM)Rhonin Wrote: Haha this is so mad! I can't understand it Tongue okay look at this:

.hps
void GetTheWayQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest ("trailquest" , "00Trail");
AddQuest ("start" , "01Begin");
AddQuest ("test" , "02LockedDoor");
}
.lang

Follow the liquid trail and find its source.
Investigate the mainhall
Find the key for the Wine Cellar.


the function that adds quests to the journal.
the "trailquest" and "test" quests get added because I copied them from the original .lang and the "start" text doesn't show. and it has the same layout.

derpaderp, I can't see it. maybe i've been staring at this to long. can someone shine light on this? otherwise Ill just use the original namings for quests Tongue

and the qurious thing is, that the "-" in front of the questtekst does show for the "start" quest but the tekst doesn't so there is probably a faulty line in the .lang

Ill get back at this after my pizza :/

okay so I found out that my custom quests still reffer to the english.lang off the original campaign...
it takes it's textinput from the lang_main/english.lang file I wonder why.