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Goto specific prefab or location


Sorrowthief

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So using the Navs map I've been playing with the quest.xml and was wondering if anyone has found a way to direct the player to a specific place. From what I can tell the white river quest is the only one with the Objective type="goto" id ="trader. All of the other quest have <objective type="RandomGoto" or <objective type="RandomPOIGoto"> and a distance set that will make the quest generate somewhere within that distance at a random poi or area. It seems that they have the White river quest directly pointing to a trader. I assume it is looking for the trader who is close to your spawn point and that's where you get sent or could it be that it sends you to the settlement_trader_01 prefab? That part I have not figured out yet. Here is the quest code for the white river quest. If anyone has an idea of how to replace the goto "Trader" part with a specific location or coordinates I choose please let me know. Im stumped.

 

 

	<quest id="quest_whiteRiverCitizen1">
	<property name="group_name_key" value="quest_WhiteRiverCitizen" />
	<property name="name_key" value="quest_WhiteRiverCitizen1" />
	<property name="subtitle_key" value="quest_WhiteRiverCitizen1_subtitle" />
	<property name="description_key" value="quest_WhiteRiverCitizen1_description" />
	<property name="icon" value="ui_game_symbol_map_trader" />
	<property name="category_key" value="quest" />
	<property name="difficulty" value="medium" />
	<property name="shareable" value="false" />

	<action type="ShowTip" value="quest_WhiteRiverCitizen1_description" />
	<objective type="Goto" id="trader" value="5" phase="1" />

	<objective type="InteractWithNPC">
		<property name="phase" value="2" />
	</objective>

	<reward type="Exp" value="1000" />
   </quest>

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I experimented with this in A16.

 

objective type="Goto" id="trader" tells the game to select a prefab with the word "trader" in it. All traders are settlement_trader_XX (XX are numbers from 01 to 05.

 

So just replace trader with the name of the prefab from the folder and it SHOULD work. However, A16 did have some kind of distance limit that broke the game, and it really didn't like selecting prefabs within cities. No idea if that was fixed. :)

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Yea there must be something more to it. I did that and no matter what it points me to a trader settlement. I wonder if its because of this line <objective type="InteractWithNPC"> Maybe that's the only place you can interact with an npc. I've got to hit the bed I'll try some more in the morning. Thanks

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I experimented with this in A16.

 

objective type="Goto" id="trader" tells the game to select a prefab with the word "trader" in it. All traders are settlement_trader_XX (XX are numbers from 01 to 05.

 

So just replace trader with the name of the prefab from the folder and it SHOULD work. However, A16 did have some kind of distance limit that broke the game, and it really didn't like selecting prefabs within cities. No idea if that was fixed. :)

 

Ok so that isn't it either. Only thing I can figure now is maybe the white river flag is why it takes you there. I even changed this entire other quest and it still takes me to the trader station.

	<quest id="challenge_silenceofthelambs">
	<property name="name_key" value="challenge_silenceofthelambs" />
	<property name="subtitle_key" value="challenge_silenceofthelambs_subtitle" />
	<property name="description_key" value="challenge_silenceofthelambs_offer" />
	<property name="icon" value="ui_game_symbol_zombie" />
	<property name="repeatable" value="true" />
	<property name="category_key" value="challenge" />
	<property name="offer_key" value="challenge_silenceofthelambs_offer" />
	<property name="difficulty" value="insane" />

	<action type="ShowTip" value="quest_WhiteRiverCitizen1_description" />
	<objective type="Goto" id="ranger_station1" value="1" phase="1" />

<objective type="POIStayWithin">
		<property name="phase" value="3" />
		<property name="radius" value="25" />
	</objective>

	<reward type="Exp" value="1000" />
   </quest>

 

Edit: Seems to be the Goto is coded to take you to trader no matter what. Ill have to look at the prefabs and see if I can find a link and hope it isn't hard coded. A mystery

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That's literally how it worked in A16.

 

Me and Haidr played with it a bit and got it to select the cabins out in the wilderness, but anything too far away OR inside a city crashed the game.

 

From what I can tell it has to do with the settlements tag. Once I changed my ranger station to have a settlement tag it will send my player to the ranger station if it is the closest. Can't figure out how to apply that to a quest. It will send my player there but will not trigger the next part of the quest. I'll keep trying to figure this out

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So it seems to all come down to the settlement tags but it seems I'll be waiting again until someone smarter figures something out or a new alpha to bring my mod to light. No matter what I try I cannot get the quest or challenge to continue to the next face after it takes my player there. I have added the tags fetch, clear, and all to the prefab I'm sending my player to as well as the trader tag( which is the only way he will go there anyways) and nothing works. Seems we are limited with the random poi go-to and the types of quest that they have impliented for us. The hopes of ever creating a full story mod with custom prefabs, loot, and a story line do not seem doable this go around. I hope someone can prove me wrong but I give up.

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Done a bit of digging.

 

So if you go look at the trader prefab XML files, there's this line.

 

<property name="QuestTags" value="trader" />

 

I thought "Oh! So goto must be targeting that. I'll just add a new value for my new POI."

 

Yeah, that made the game crash. So I did a little digging and found these for quest tags: none, quest, trader, clear, fetch, hidden_cache

 

It would appear that goto now targets a quest tag instead of a POI filename.

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Done a bit of digging.

 

So if you go look at the trader prefab XML files, there's this line.

 

<property name="QuestTags" value="trader" />

 

I thought "Oh! So goto must be targeting that. I'll just add a new value for my new POI."

 

Yeah, that made the game crash. So I did a little digging and found these for quest tags: none, quest, trader, clear, fetch, hidden_cache

 

It would appear that goto now targets a quest tag instead of a POI filename.

 

Yeah I was trying to explain that up above but so far in my testing the only one that Goto responds to is a prefab with the trader tag. I have assigned all the other quest tags in the hopes that I could make custom prefabs, remover the trader protect stuff and still be able to spawn zeds there for quest purposes. I have not had any luck. My guy will go to the custom prefab but the quest will never get past the got part

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  • 3 weeks later...

Hello I was wondering if there was any progress on this? I am trying to add custom poi to our navezgane, and that part works great, but they only show up for the trader quests half of the time. I was thinking of making a special quest map that would target the new POI by name but I also couldn't figure that out. Thanks in advance if anybody has any ideas.

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Hello I was wondering if there was any progress on this? I am trying to add custom poi to our navezgane, and that part works great, but they only show up for the trader quests half of the time. I was thinking of making a special quest map that would target the new POI by name but I also couldn't figure that out. Thanks in advance if anybody has any ideas.

 

That's about as far as I got with it. I do think that it will choose your POI if it is the closest structure when the quest is started. Perhaps make a plan of attack in where and when they obtain each quest so that its close to the POI when they start it.

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That's about as far as I got with it. I do think that it will choose your POI if it is the closest structure when the quest is started. Perhaps make a plan of attack in where and when they obtain each quest so that its close to the POI when they start it.

 

The proximity of the POI to the trader doesn't seem to make a difference in my testing, the only thing I've seen to make a difference is proximity of the POI to the edge of the map. All of our POI that are around the edges don't accept quests, but if I move them closer to origin they are all accepting quests perfectly, so I've been moving everything closer in and somehow, it works. :jaded:

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The proximity of the POI to the trader doesn't seem to make a difference in my testing, the only thing I've seen to make a difference is proximity of the POI to the edge of the map. All of our POI that are around the edges don't accept quests, but if I move them closer to origin they are all accepting quests perfectly, so I've been moving everything closer in and somehow, it works. :jaded:

 

Yeah unfortunately that's one of the things that keeps me from fully realizing my mod that is a full story based quest mod. Is why I've put it off again and hope the next alpha gives me what I need

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