Difference between revisions of "Osiris/Shared/DB CheckPoint"

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* '''DB_CheckPoint'''(''(CHARACTERGUID)'''''_Guard1''',''(CHARACTERGUID)'''''_Guard2''',''(TRIGGERGUID)'''''_PermissionWarningTrigger,''(TRIGGERGUID)'''''_EnterWarningTrigger''',''(TRIGGERGUID)'''''_EnterAttackTrigger''',''(STRING)'''''_PermissionFlag''',''(STRING)'''''_CustomCrime''')
 
* '''DB_CheckPoint'''(''(CHARACTERGUID)'''''_Guard1''',''(CHARACTERGUID)'''''_Guard2''',''(TRIGGERGUID)'''''_PermissionWarningTrigger,''(TRIGGERGUID)'''''_EnterWarningTrigger''',''(TRIGGERGUID)'''''_EnterAttackTrigger''',''(STRING)'''''_PermissionFlag''',''(STRING)'''''_CustomCrime''')
 
===== Description =====
 
===== Description =====
Defines a checkpoint situation with two guards. Both guards must have the ''SneakTriggerSpotter'' script assigned. When a player enters '''_PermissionWarningTrigger''' without permission (see later), '''_Guard1 '''will start his default dialog with the player with the character flag '''''GLO_CP_WarningSomeone''''' set on '''_Guard1''' (so you can use a different dialog flow compared to a regular conversation with the guard; the flag removed again when the dialog ends). Similarly, when a player enters '''_EnterWarningTrigger''' without permission, the same happens with '''_Guard2'''. When a player enters '''_EnterAttackTrigger''' without permission, by default the trespass crime will be generated. If '''_CustomCrime''' is specified, this crime will be generated instead. '''_PermissionFlag''' is a character flag that can be set on a player to indicate they have permission to enter all of the aforementioned triggers. Typically, this flag can be obtained during the dialog that gets started with '''_Guard1''' when entering '''_PermissionWarningTrigger'''. Once you have this flag, none of the dialogs will be started anymore. If there is no way to obtain permission, specify something like '''''INVALIDFLAG''''' rather than an empty string as '''_PermissionFlag''', as it is not intuitive what the result should be of checking whether an en empty character flag is set.
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Defines a checkpoint situation with two guards. Both guards must have the ''GLO_SneakSpotter'' script assigned. When a player enters '''_PermissionWarningTrigger''' without permission (see later), '''_Guard1 '''will start his default dialog with the player with the character flag '''''GLO_CP_WarningSomeone''''' set on '''_Guard1''' (so you can use a different dialog flow compared to a regular conversation with the guard; the flag removed again when the dialog ends). Similarly, when a player enters '''_EnterWarningTrigger''' without permission, the same happens with '''_Guard2'''. When a player enters '''_EnterAttackTrigger''' without permission, by default the trespass crime will be generated. If '''_CustomCrime''' is specified, this crime will be generated instead. Note that you will also have to [[Generic_behaviour#Defining_Generic_Behaviours|define this custom crime]] if you want it to do anything.
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'''_PermissionFlag''' is a character flag that can be set on a player to indicate they have permission to enter all of the aforementioned triggers. Typically, this flag can be obtained during the dialog that gets started with '''_Guard1''' when entering '''_PermissionWarningTrigger'''. Once you have this flag, none of the dialogs will be started anymore. If there is no way to obtain permission, specify something like '''''INVALIDFLAG''''' rather than an empty string as '''_PermissionFlag''', as it is not intuitive what the result should be of checking whether an en empty character flag is set.
 
===== Notes =====
 
===== Notes =====
 
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Revision as of 14:12, 3 November 2017

Full Definition(s)
  • DB_CheckPoint((CHARACTERGUID)_Guard1,(CHARACTERGUID)_Guard2,(TRIGGERGUID)_PermissionWarningTrigger,(TRIGGERGUID)_EnterWarningTrigger,(TRIGGERGUID)_EnterAttackTrigger,(STRING)_PermissionFlag)
  • DB_CheckPoint((CHARACTERGUID)_Guard1,(CHARACTERGUID)_Guard2,(TRIGGERGUID)_PermissionWarningTrigger,(TRIGGERGUID)_EnterWarningTrigger,(TRIGGERGUID)_EnterAttackTrigger,(STRING)_PermissionFlag,(STRING)_CustomCrime)
Description

Defines a checkpoint situation with two guards. Both guards must have the GLO_SneakSpotter script assigned. When a player enters _PermissionWarningTrigger without permission (see later), _Guard1 will start his default dialog with the player with the character flag GLO_CP_WarningSomeone set on _Guard1 (so you can use a different dialog flow compared to a regular conversation with the guard; the flag removed again when the dialog ends). Similarly, when a player enters _EnterWarningTrigger without permission, the same happens with _Guard2. When a player enters _EnterAttackTrigger without permission, by default the trespass crime will be generated. If _CustomCrime is specified, this crime will be generated instead. Note that you will also have to define this custom crime if you want it to do anything.

_PermissionFlag is a character flag that can be set on a player to indicate they have permission to enter all of the aforementioned triggers. Typically, this flag can be obtained during the dialog that gets started with _Guard1 when entering _PermissionWarningTrigger. Once you have this flag, none of the dialogs will be started anymore. If there is no way to obtain permission, specify something like INVALIDFLAG rather than an empty string as _PermissionFlag, as it is not intuitive what the result should be of checking whether an en empty character flag is set.

Notes
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See also