Difference between revisions of "Bethesda Tutorial Scenes"
→Playing the Scene
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=Playing the Scene= | =Playing the Scene= | ||
We can either play a scene through script (by setting it as a property and calling [[Start_-_Scene|Start()]] on it), or by checking the "Begin on quest start" box on the scene tab. | We can either play a scene through script (by setting it as a property and calling [[Start_-_Scene|Start()]] on it), or by checking the "Begin on quest start" box on the scene tab. | ||
''Addition by --[[User:Layam|Layam]] ([[User talk:Layam|talk]]) 14:27, 1 January 2013 (EST)'' | |||
One nice way to get this scene going would be to create a new dialogue topic to encourage Bendu to admit his true feelings. | |||
Go back to the Dialogue Views tab in GSQ01, select the view we've got there, then add a new branch called 'GSQ01BenduAdmitFeelings'. Open up the topic, add a response (maybe 'I've seen the way you look at her, you should admit how you feel to her.'). To get the scene to start we first need to create a property on the topic script. The topic will already have a script attached, so in the bottom right panel, click on that script, then properties, then add a property of type 'Scene' called MSQ01BenduGilfreScene. That should auto-fill so no need to do that. Then in the end script fragment, add the following line: | |||
<code>MSQ01BenduGilfreScene.Start()</code> | |||
Now you're good to test. | |||
'''Note: ''' If the quest has already been started in the save game you are testing with, You may find that the scene simply refuses to run. I believe that this is because the aliases are only filled when the quest starts and one of the actor aliases the scene uses is blank. A workaround for this is to stop and start the quest with the console: | |||
<code> | |||
StopQuest MSQ01 | |||
StartQuest MSQ01 | |||
</code> | |||
''Addition end'' | |||
=Additional Functionality= | =Additional Functionality= |