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  #1 (permalink)  
Old 08-23-2006, 09:23 PM
DKondor
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QA / Design Implementation – Iron Lore Entertainment
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Default Developer Requests Quest Editor Suggestions

Hi...

My name is Dave and I was responsable for using the Quest Editor. Besides all the actual quests and quest log, the Quest Editor was used for a variety of things in Titan Quest, such as boss chest swapping, locking and unlocking doors, and most of the scripted scenes -- such as the Satyr Attack on the first bridge, the Athens Stairs Battle, and the Cyclops Battle.

I know that a lot of you have been using our Quest Editor for a while now and some of you have made some really nice mods using it. (of the ones I have played / seen -- my personal favorite is currently MaDMans "Under Attack" -- I love the human battles)

I would love to see what kinds of features you would like added to the Quest Editor. While I can't *promise* anything (these decisions are not in my hands), it would be great to have a wish list from you all. 8 )

Is there any thing that you would like to do using the quest editor that you can't currently do, or are there things that you can do but you wish there was an easier way to do them? Are there any commands that you feel don't work they way you think they should?

Thanks a lot and I look forward to reading your responses.

NOTE: This only applies to the Quest Editor and not the Level Editor or the Art Manager

Last edited by DKondor : 08-25-2006 at 05:33 PM.
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  #2 (permalink)  
Old 08-23-2006, 09:27 PM
Pit
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Default Re: Quest Editor Suggestions

The first and most urgent wish on this forum has been to make triggers tun-on-able and turn-off-able, instead of having them close down after one use.
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  #3 (permalink)  
Old 08-23-2006, 09:33 PM
Pit
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Default Re: Quest Editor Suggestions

Well, and a real timer action and condition would be handy.

(I fear that this can't be solved inside the quest editor, as a timer dbr and template would have to be added to the database.)
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  #4 (permalink)  
Old 08-23-2006, 10:23 PM
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Paradox
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Default Re: Quest Editor Suggestions

well... just generally make it easier to use in general... im still having immense trouble even starting, doing and completing a quest in it..
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  #5 (permalink)  
Old 08-23-2006, 11:03 PM
Pit
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Default Re: Quest Editor Suggestions

Another point:

The actions should occur in the order they are put in the quest file.

In the case of the condition 'On interact' there should be a way to specify which actions will occur before the dialog is displayed, and which actions afterwards.
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  #6 (permalink)  
Old 08-24-2006, 02:26 AM
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MaDMaN
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Default Re: Quest Editor Suggestions

Thanks for asking us DKondor! It s realy cool

Is it possible to add the ability to copy/past the steps/triggers/conditions/actions ? That would save time in many cases.

Also if it was possible to make the conditions/actions window resizable and able to "remember" it along with its position? Sometimes when i edit elements that are low in my screen i always have to move the window up, and there is no way for me make the element be higher, without changing the order of the steps.

And if it was possible to make the DEL button work for the steps/triggers/conditions/actions.

Finaly, if it was possible to add new actions in the way of the Update Dialog X to X, althou i don't know if it is possible to update the other field entries of the npcs/monsters dbr files (like controllers for monsters or meshes? ) while the game is running.

And thank you again for your support !
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Last edited by MaDMaN : 08-24-2006 at 02:36 AM.
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  #7 (permalink)  
Old 08-24-2006, 12:30 PM
mostal
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Default Re: Quest Editor Suggestions

Great propostion !! :-)

- Action : hide and show X for item (rock, tree, everything...)
- Condition : NPC die (kill...)
- Action : Creature stop attacking / start attacking
- Action : No teleport zone
- Action : Player can't move (or move more slowly / quickly)
- Action : Enable / Disable Trigger
- Action : NPC Follow / stop following the player
- Action : Creature increase / decrease parameters (force / health / hit ..)
- Condition : On interact with X item (any objects)
- Action : Illuminate x item (any objects)
- Action : got item on random proxy creature ... (a creature has a special objet but noone know who, in the proxy) [[[[Best will be for a place too !! ]]]]

May be some is already possible ??
Thx for reading, this is an important asking, this is very appreciate ! thx!
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  #8 (permalink)  
Old 08-24-2006, 01:22 PM
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TohKlidan
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Thumbs up Re: Quest Editor Suggestions

This is what I need most:
Copy/Paste complete Trigger, Queststeps, Actions and Conditions!!!



Other things that would be cool:
Wildcard strings for the dialogs which can be added into the modstring.txt.
Here some ideas:
- $Playername
- $Classname

Than you could create a dialogtag like this:
TAG=Hello $Playername, you are a $Classname!

In game it looks like this;
Hello Perseus, you are a Warrior!


New Conditions:
- for check player gender
- for check player level
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Last edited by TohKlidan : 08-24-2006 at 01:25 PM.
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  #9 (permalink)  
Old 08-24-2006, 01:27 PM
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TohKlidan
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Default Re: Quest Editor Suggestions

Quote:
Originally Posted by mostal View Post
Great propostion !! :-)
- Condition : On interact with X item (any objects)
this is possible for fixed Items (doors, containers) via "Use item X"
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  #10 (permalink)  
Old 08-24-2006, 01:30 PM
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TohKlidan
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Default Re: Quest Editor Suggestions

Quote:
Originally Posted by mostal View Post
Great propostion !! :-)
- Condition : NPC die (kill...)
This is also possible since killable NPCs have to be monsters, you can use the condition "Kill creature X" for it.
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Last edited by TohKlidan : 08-24-2006 at 02:14 PM.
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