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Topics - Quaker2k9

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Quest Development / Cutscenes!?
« on: May 28, 2010, 09:42:14 PM »
Wow how cool is that!

Guess I'll have to re-visit my quest writing quest :)

...when I have time, which won't be before Semptember.

General / What's your favorite small arms family?
« on: August 16, 2009, 09:27:09 PM »
Pretty self-explanatory.

I like lasers because they don't need any ammo.

Quest Development / Faction Standing/Reputation
« on: August 10, 2009, 08:11:42 PM »
Maybe in a future version of the questmaker there could be an option to take these into account, similar to how your credits balance can be checked.

This could be used by quest authors to personalize certain dialogues or even more. For example, the player's talking to a mercenary and depening on his standing with the Hunters faction the mercenary would either treat him like a friend or like an outsider.

Everything Else / Col. Blair spotted on Loye!
« on: August 06, 2009, 08:21:40 AM »
That's right, Colonel Blair, the Heart of the Tiger! What's he doing there? I tried to talk to him, ask him what he's doing, tell him he's my personal hero, get an autograph. But he just said he's busy or something...

Development Discussion and Suggestions / Net Worth Display
« on: August 04, 2009, 08:43:21 AM »
In Privateer 2 - The Darkening, there's a section in your PAD computer that gives on overview about your financial situation : Cash, Ship's worth, Cargo's worth (at current location or what it was bought for, not sure), and added worth of all of them.

Don't know if this doesn't exist here on purpose, but I for one would like to have it. I'm sometimes talking to ship salesmen about a ship I'm not going to buy anyway just for the convenience of them having calculate my net worth (ex cargo) for me.

Bugs / Talk to Bartender freezes game
« on: August 04, 2009, 06:54:47 AM »
When I talk to the bartender, nothing happens. The game doesn't really freeze, the music keeps playing, but the chat doesn't come and I can't do anything.

My guess is that there's a glitch that has to do with the "New exclusive restaurant opens" news event.

Am prepared to send a savegame if it's some more suspicious reason.

Quest Development / Question about PlaceItemOnBase
« on: August 04, 2009, 12:48:09 AM »
I'm having a problem there. The scene is like this:

A character has an item I want the player to acquire. Now if the player kills the character but forgets to retrieve the item before leaving the base, I want to give the player the chance to get back and take it. Usually, when landing again the dead character's corpse and the item he was holding will both be gone now.

So I'm using this trigger:

 Event : Launched : BaseXY
 Event : Variable : ItemX : 0
 Result : CreateItem : 2 : ItemXY
   Result : PlaceItemOnBase : ItemXY : BaseXY : 42 : 42

All the variables are defined and the coordinates are free...

The only reason for this not working I can think of is that maybe there is a conflict with a GiveItem : ItemXY : Character command I'm using at the beginning of the scene. Could this cause a conflict even if on re-landing at the base, the Character doesn't exist anymore (disappeared because he's dead)? If so, could this be solved by giving the item to the character in an earlier scene?

Development Discussion and Suggestions / "Item Acquired" Notification
« on: August 01, 2009, 05:48:30 PM »
Could be displayed mid-screen in a small window, just like the "MISSION 1 FULFILLED" message. Like:


This feature would allow to make the player see that he's gotten an item without him having to be in "walk-around" mode and check his inventory.

Example where this would come in very handy: The last scene of my "A Lady in Trouble" quest, where I originally intended to give the player up to four items during an ongoing dialogue, but have the quest end right after the dialogue: The way things are now, I saw no other way than keep the quest going on for a little longer otherwise the player wouldn't even see the item he's getting at all since it would instantly be removed.

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