2009-08-02, 01:03 PM
(This post was last modified: 2009-08-03, 01:38 AM by MaskedGamer.)
Darn that memory and things loading in to it. It seems like the easiest way to get around this is to make a double for the quest and just add it and remove the original for the duration of the quest.
Edit:
So, here's what I did: turn the original NPC in to an "event" NPC, attached a script to it that makes the NPC visible once and then stops (change to a blank leaf), removed the NPC and made the copy visible, then removed the copy and made the original visible. It feels like a really round-about way to get this done but it works without using a variable. Inter-map quests need to use a variable though.
This has given me some insight in to the way enemies spawn too. I'll have to go back and redo the way I've set them up.
Edit:
So, here's what I did: turn the original NPC in to an "event" NPC, attached a script to it that makes the NPC visible once and then stops (change to a blank leaf), removed the NPC and made the copy visible, then removed the copy and made the original visible. It feels like a really round-about way to get this done but it works without using a variable. Inter-map quests need to use a variable though.
This has given me some insight in to the way enemies spawn too. I'll have to go back and redo the way I've set them up.
Building, getting bored, building again, getting bored again, repeat.
[Current Project: Daeyln (working title)]
[Current Project: Daeyln (working title)]