[WIPz] Achievements and Statistics

Post » Sun Aug 08, 2010 1:53 pm

To keep track of conversations, I've had to make a new greeting, which will always appear at the top of the dialogue window (the greeting says: "[You make a mental note of this conversation for your Record Book]",
Just skip the greeting by using forcegreeting. That way you just have a . appear, not wrecking greetings (It still breaks talked to pc or whatever it is if you use it when the player first talks to a PC but meh, you can avoid it)

See vampire embrace for more info on how it works.

Interiors and exteriors visited can be a bit unreliable as they use CellChanged, which isn't too reliable.
Avoid using cell changed then :). There are a couple of other methods you can use you can use iirc.
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WYatt REed
 
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Post » Sun Aug 08, 2010 1:01 pm

Just skip the greeting by using forcegreeting. That way you just have a . appear, not wrecking greetings (It still breaks talked to pc or whatever it is if you always use it as the first greeting but meh.)

That's essentially what I've done, but instead of a dot I have a "[You make a mental note of this conversation for your Record Book]", which I actually find less annoying than just a dot.

Avoid using cell changed then :). There are a couple of other methods you can use you can use iirc.

Hmm... I can't think of another way of achieiving the same thing, but I've improved my script now so that it will only ever register 1 CellChanged event at a time, as opposed to before, where I went outside and it counted 26 CellChanged events :lol:
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Rach B
 
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Post » Sun Aug 08, 2010 7:40 pm

That's essentially what I've done, but instead of a dot I have a "[You make a mental note of this conversation for your Record Book]", which I actually find less annoying than just a dot.

Cool

Hmm... I can't think of another way of achieiving the same thing, but I've improved my script now so that it will only ever register 1 CellChanged event at a time, as opposed to before, where I went outside and it counted 26 CellChanged events :lol:

Create an object and keep it need the player. Have a local script and a targeted global script running on that object. Keep the object near the player by using setpos.

Use the global script to "ping" the local script (say set a global variable to 1). The local script should then set that global to 0 (if it is 1). You can then tell if the local script is running.

If it isn't running, then the player has moved between interiors or from an interior to an exterior (or visa versa). Delete the old object using the global script (which was targeted at the object) and then create a new object near to the player.

So basically a really rough guide, local script:
if ( getDisabled )    returnendifset temp to player->getPos, xset temp to temp - 500setPos x temp;etcif ( scriptrunning "globalScript == 0 )    startscript "globalscript"endif;keep the global at 0set globalPing to 0


global:
if ( trueCellChanged )    set trueCellChanged to 0endifset globalPing to globalPing + 1if ( gobalPing > 2 ) ;several frames without being reset to 0   ;probably a new cell   set trueCellChanged to 1 ;flag it up to the scripts that monitor cell changed   placeatpc "newobject"   disable   setdelete 1   stopscript "globalscript"   returnendif

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Czar Kahchi
 
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Post » Sun Aug 08, 2010 12:30 pm

Create an object and keep it need the player. Have a local script and a global script running on that object. Keep the object near the player by using setpos.

Use the global script to "ping" the local script (say set a global variable to 1). The local script should then set that global to 0 (if it is 1). You can then tell if the local script is running.

If it isn't running, then the player has moved between interiors or from an interior to an exterior (or visa versa). Delete the old object using the global script (which was targeted at the object) and then create a new object near to the player.


Ah, that's clever! I might switch to that method if I find CellChanged too unreliable in testing. Thanks :)
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Samantha Jane Adams
 
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Post » Sun Aug 08, 2010 11:47 am

For anyone who's interested, this mod is going really well. It's got to a point where I'd say it's nearing completion - all the basics are implemented, now it's just a case of adding more and more achievements. I'll probably release a beta sometime soon to get some feedback on where to go with this. For now, I want to keep most of the details a surprise, but here's a quick summary:

Stats: The Record Book is filling up fast! Basically just about every sort of statistic I think is possible and feasible to record is in here now.

Achievements: These are also coming along nicely. There are a few I'm particularly proud of, hopefully should make a few of you chuckle ;)

Also, I'd really like some feedback on a few things:

  • In order to keep track of conversations, as I've mentioned before, a line will appear at the top of every dialogue window that reads "[You make a mental note of this conversation for your Record Book.]" Do you think you'd find this annoying? I'm considering making a separate version that leaves this feature out.
  • With regards to statistics, would you prefer to have lots and lots of them (every detail broken down as much as possible, i.e. "Common Diseases Caught" and "Blight Diseases Caught") or just the key figures (i.e. just "Diseases Caught")?


Thanks guys,

- Danjb
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GPMG
 
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Post » Sun Aug 08, 2010 12:53 pm

Maybe animal lover for not killing scribs. Or Cliffracers. :evil:
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Horse gal smithe
 
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Post » Sun Aug 08, 2010 7:24 pm

Sounds very cool. I use to play very long characters (when I play ) for example, I remember beginning to play with a lot of characters, but I only remember with joy a few of them, so this mod comes handy, although, it′s a shame that this mod won′t recognize other mod′s achievementes ( Rise of House telvanni, lothavors legacy, children of the night,etc)
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Mark
 
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Post » Sun Aug 08, 2010 10:01 am

Sounds very cool. I use to play very long characters (when I play ) for example, I remember beginning to play with a lot of characters, but I only remember with joy a few of them, so this mod comes handy, although, it′s a shame that this mod won′t recognize other mod′s achievementes ( Rise of House telvanni, lothavors legacy, children of the night,etc)

I'm toying with the idea of making this a master file, then I / others could release patches for other mods, with their own achievements.
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Shelby McDonald
 
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