I have used only quest_reaction.c in my storylines. I see it as the main file for actions.
To follow Pieter's cases above:
This autostarts the dialog when you get to goto4 in 'mutiny_cabin':
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This gives the right dialog if you start it:
To follow Pieter's cases above:
2. "Win Conditions" that can be all sorts of things
This autostarts the dialog when you get to goto4 in 'mutiny_cabin':
Code:
pchar.quest.mutiny_officers0.win_condition.l1 = "locator";
pchar.quest.mutiny_officers0.win_condition.l1.location = "mutiny_cabin";
pchar.quest.mutiny_officers0.win_condition.l1.locator_group = "goto";
pchar.quest.mutiny_officers0.win_condition.l1.locator = "goto4";
pchar.quest.mutiny_officers0.win_condition = "mutiny_officers0";
Code:
case "mutiny_officers0":
Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode = "Christian2";
LAi_SetActorType(characterFromID("Fletcher Christian"));
LAi_ActorTurnToCharacter(characterFromID("Fletcher Christian"), PChar);
LAi_ActorDialogNow(characterFromID("Fletcher Christian"), pchar, "", 0.1);
LAi_ActorWaitDialog(Pchar, characterFromID("Fletcher Christian"));
break;
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3. Get the player to start the quest himself by starting a dialog
This gives the right dialog if you start it:
Code:
Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode = "Christian2";