Classic behavior: Tutorial message 9 appears once the PC enters Daggerfall City and does not repeat.
DFU behavior: Tutorial message 9 appears every time the PC enters Daggerfall City, including by leaving buildings.
This has happened to me in some quests under similar conditions when using a PCat condition. The workaround I've done is to make a separate task for the message:
_arrival_ task:
when _timer_ and _present_
start task _message_
_message_ task:
say 1011
That way, leaving and entering the city will be silent afterwards, as _message_ can only be triggered once.
Linux 85: Tutorial 9 message repeats itself inside Daggerfall [resolved]
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Linux 85: Tutorial 9 message repeats itself inside Daggerfall
This is a bit of an emulation problem with how I'm handling triggers and task rearming internally. Thanks for letting me know.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Linux 85: Tutorial 9 message repeats itself inside Daggerfall
Jay, I've handled this (for now) by disabling allowRearm on Say and Prompt actions. This actually matches classic behaviour more closely than earlier handling, but I'm concerned it might break some of your quests or even limit your freedom with design.
The main reason I disabled rearm for these actions rather than just mod tutorial script is there might be more quests where this is an issue we're just not aware of yet.
The ability for "pc at" to rearm complete tasks this way is a little experimental anyway. I wasn't sure of the outcome, and it's not surprising something broke.
Please let me know your feedback, as I feel that being able to rearm/repeat messages could be critical for self-recycling quest scripts. And what I'm trying to strike is a balance between properly emulating classic scripts as closely as possible (with few or zero script changes), while still giving quest authors some new capabilities not present in classic.
The main reason I disabled rearm for these actions rather than just mod tutorial script is there might be more quests where this is an issue we're just not aware of yet.
The ability for "pc at" to rearm complete tasks this way is a little experimental anyway. I wasn't sure of the outcome, and it's not surprising something broke.
Please let me know your feedback, as I feel that being able to rearm/repeat messages could be critical for self-recycling quest scripts. And what I'm trying to strike is a balance between properly emulating classic scripts as closely as possible (with few or zero script changes), while still giving quest authors some new capabilities not present in classic.
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Linux 85: Tutorial 9 message repeats itself inside Daggerfall
I can't remember any occasion in my quests where repeated use of the same prompt or say command would be necessary. I like to put a reminder say on my qgclicked when the quest conditions aren't yet completed, but playing those only once shouldn't be an issue. We'll find out in the coming weeks if something goes wrong.
EDIT: JHJOKE will, but that's a joke quest. I expect people will understand if more werewolves spawn after the first one.
EDIT: JHJOKE will, but that's a joke quest. I expect people will understand if more werewolves spawn after the first one.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Linux 85: Tutorial 9 message repeats itself inside Daggerfall [resolved]
Cool, as long as you're OK with it, I'll leave fix in place for now.
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Linux 85: Tutorial 9 message repeats itself inside Daggerfall [resolved]
I notice this fix will make a main quest refusal turn into a broken main quest, as in classic. Not an issue for me, but worth mentioning.