<!--QuoteBegin-fudge dragon+May 5 2005, 09:13 AM--><div class='quotetop'>QUOTE(fudge dragon @ May 5 2005, 09:13 AM)</div><div class='quotemain'><!--QuoteEBegin-->Right Thats dialogs sorted out
now how do i make a new quest
<div align="right">[snapback]104100[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Heh, at least ask us some HARD questions, Fudge Dragon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="

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A good way to learn what to do to make a quest is to find a quest you are very familiar with - or one that is similar (or has a certain feature similar) to what you want to do, and then FOLLOW THE COMMANDS through the dialog and quests_reaction.c - that was pretty much how I learned - granted, a little bit sideways, but it worked for me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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A lot of the commands that tell the game what to do are in the dialog files - in PotC\PROGRAM\DIALOGS\ -- The dialogs are in two different types, *.c and *.h -- The commands that are in *.c that will send you to quests_reaction.c are in this form:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "Node_11":
GiveItem2Character(Pchar,"Story_Gramota");
dialog.snd = "Voice\AMBE\AMBE013";
d.Text = DLG_TEXT[36] + Characters[GetCharacterIndex(DLG_TEXT[37])].name + DLG_TEXT[38] + Characters[GetCharacterIndex(DLG_TEXT[39])].lastname + DLG_TEXT[40];
Link.l1 = DLG_TEXT[41];
Link.l1.go = "node_12";
Link.l1 = DLG_TEXT[42];
Link.l1.go = "node_13";
Link.l1 = DLG_TEXT[43];
Link.l1.go = "exit";
AddDialogExitQuest("amiel_go_away");
break;<!--c2--></div><!--ec2-->This is from Amiel Berangere's dialog.
<span style='color:red'>AddDialogExitQuest("amiel_go_away");</span> sends you to PotC\PROGRAMS\QUESTS\quests_reaction.c - to the node "amiel_go_away". There will be commands there to tell you what's happening in the game.
This is the node in quests_reaction.c --
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "amiel_go_away":
LAi_SetActorType(characterFromID("Amiel Berangere"));
LAi_ActorGoToLocation(characterFromID("Amiel Berangere"), "reload", "reload1", "none", "", "", "", 10.0);
AddPartyExp(pchar, 1500);
break;<!--c2--></div><!--ec2--> This simply sets the NPC Amiel Berangere to an ACTOR, meaning that you can now give him a command and he'll follow it - and the command is "ActorGoToLocation" - meaning that his character will relocate to somewhere else - in this case he is being dismissed from his part in the quest, and he fades away to "nowhere" ("").
I hope this helps, and that it makes sense to you! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="

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