Difference between revisions of "Bethesda Tutorial Scenes"

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1,329 bytes added ,  14:27, 1 January 2013
imported>Catwheezle
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imported>Layam
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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=
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