Difference between revisions of "Bethesda Tutorial Dialogue"

170 bytes removed ,  14:20, 30 August 2012
imported>ShadeMe
(→‎Recording a Temp Track: Cleaned up the warning note a bit)
imported>SLiesegang
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In the End field, enter this script command: <br />
In the End field, enter this script command: <br />
<code>GetOwningQuest().SetObjectiveDisplayed(10) <br />
GetOwningQuest().SetStage(10)</code>
GetOwningQuest().SetStage(10)</code>
You don't need to worry about the <code>SetObjectiveDisplyed(10)</code> part yet. It will be explained later on.


The <code>SetStage(10)</code> portion, as you might expect, sets a quest's current stage to 10. The <code>GetOwningQuest()</code> part just says that the quest we care about is the one that contains this dialogue. (Sometimes you might want a line in your quest to muck around in a different quest, so we have to be specific.)
The <code>SetStage(10)</code> portion, as you might expect, sets a quest's current stage to 10. The <code>GetOwningQuest()</code> part just says that the quest we care about is the one that contains this dialogue. (Sometimes you might want a line in your quest to muck around in a different quest, so we have to be specific.)
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