Jump to content

Quest only possible only by a server admin


noname835

Recommended Posts

Hello,

I use a translator, so forgive me if you misunderstand my question.

I am trying to find out how to make it possible to carry out a quest that can only be carried out by a server admin.

let me explain....

I created a village on my server with plots for players

I want to set up a very simple quest there, to find a bag.

But why do you ask.

Simply place the quest there under the building, so a server admin can take that quest,
and it will automatically restore the building to its original appearance with the original rebuild of the prefab.

I know that you have to insert this in the file to activate the quest, but what should you modify or add to make it possible only by an admin?

<property name="QuestTags" value="clear,fetch,hidden_cache" />
  <property name="ShowQuestClearCount" value="1" />
  <property name="SleeperIsQuestExclude" value="False" />

But why ?

So I can make the plot blank as originally for a new player if the old player abandons the prefab

Thank you in advance for your help.

 

parcelle.png

Link to comment
Share on other sites

A quick solution would be to make this a paper quest, like the ones you find in game with the yellow paper icon. Don't put it into the regular loot groups. Then, when the server admin needs to run it, just grab one (or a stack) from the creative menu, use the item, and bang, the quest is active.

For the quest reset to work on a POI, that POI has to be questable in the first place, so you'd need to have a spot for a satchel somewhere in it (for a fetch) or zombie sleeper spawn points (for a kill quest). I'm guessing the former is the better option.

Link to comment
Share on other sites

  • 3 weeks later...
On 2/2/2022 at 3:57 AM, Cranberry Monster said:

A quick solution would be to make this a paper quest, like the ones you find in game with the yellow paper icon. Don't put it into the regular loot groups. Then, when the server admin needs to run it, just grab one (or a stack) from the creative menu, use the item, and bang, the quest is active.

For the quest reset to work on a POI, that POI has to be questable in the first place, so you'd need to have a spot for a satchel somewhere in it (for a fetch) or zombie sleeper spawn points (for a kill quest). I'm guessing the former is the better option.

Thank you for your answer, but I confess I don't quite understand.
If for you it's easy, for those like me it's not easy :-)
Link to comment
Share on other sites

Example from the mod I am working on

 

new quest in quests.xml

        <quest id="quest_NeedleAndThread">
            <property name="name" value="Z1_Needle and Thread"/>
            <property name="subtitle" value="Gathering materials"/>
            <property name="description" value="Gather cotton and make cloth, you are going to need it"/>
            <property name="icon" value="ui_game_symbol_light_armor"/>
            <property name="category" value="Challenge"/>
            <property name="difficulty" value="veryeasy"/>
            <property name="offer" value="Finish this set of challenges for the Needle and Thread books."/>
            <property name="shareable" value="false"/>

            <objective type="FetchKeep" id="resourceCropCottonPlant" value="35" phase="1"/>
            <objective type="FetchKeep" id="resourceCloth" value="230" phase="1"/>
            <objective type="FetchKeep" id="resourceLeather" value="45" phase="1"/>
            <objective type="FetchKeep" id="resourceScrapPolymers" value="15" phase="1"/>
            <objective type="FetchKeep" id="resourceFeather" value="50" phase="1"/>        
            
            <objective type="InteractWithNPC">
                <property name="phase" value="2"/>
                <property name="nav_object" value="return_to_trader" />
            </objective>

            <reward type="Item" id="bookNeedleAndThreadLegwear" value="1"/>
            <reward type="Item" id="resourceSewingKit" value="10"/>        
        
        </quest>

This sets up an unique quest as part of a chain of quests

    <quest id="quest_AllNeedleAndThread">
        <property name="group_name" value="quest_MeleeQoL"/>
        <property name="name_key" value="quest_BasicSurvival1"/>
        <property name="subtitle_key" value="quest_BasicSurvival1_subtitle"/>
        <property name="description_key" value="quest_BasicSurvival1_description"/>
        <property name="icon" value="ui_game_symbol_map_bed"/>
        <property name="category_key" value="quest"/>
        <property name="difficulty" value="veryeasy"/>
        <property name="offer_key" value="quest_BasicSurvival_offer"/>
        <property name="shareable" value="false"/>

        <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/>
        <reward type="Quest" id="quest_NeedleAndThread"/>                
        <reward type="Quest" id="quest_NeedleAndThread_pt2"/>                    
        <reward type="Quest" id="quest_NeedleAndThread_pt3"/>            
        <reward type="Quest" id="quest_NeedleAndThread_pt4"/>                
        <reward type="Quest" id="quest_NeedleAndThread_pt5"/>            
        <reward type="Quest" id="quest_NeedleAndThread_pt6"/>
        <reward type="Quest" id="quest_NeedleAndThread_pt7"/>        
    </quest>

 

This gathers all of my Needle and Thread quests into a single challenge so the player can get them started in their quest tab (survivor punches grass and it rewards them by starting up all 7 quests)

 

From items.xml file

        <item name="QuestsNotesBundle3">
            <property name="Extends" value="noteTestersDelightAdmin"/>
            <property name="CreativeMode" value="Player"/>
            <property name="CustomIcon" value="bundleBooks"/>
            <property name="CustomIconTint" value="FFFFFF"/>
            <property name="ItemTypeIcon" value="bundle"/>
            <property name="DescriptionKey" value="questRewardBookBundleDesc"/>
            <property class="Action0">
                <property name="Create_item" value="NeedleAndThreadChallenge,MiningChallenge,WastelandTreasuresChallenge,LuckyLootersChallenge,GreatHeistChallenge,NightStalkerChallenge"/>
                <property name="Create_item_count" value="1"/>            
            </property>
        </item>        

 

This is a bundle object I have the player receive on starting a new game


 

        <item name="NeedleAndThreadChallenge">
            <property name="Extends" value="questMaster"/>
                <property class="Action0">
                <property name="QuestGiven" value="quest_AllNeedleAndThread"/>
            </property>
        </item>

This is the code that creates the paper note for the quests.

 

Lots of cleanup still required, especially in localization updates; but this allows me to test the quests out in the mod before I start polishing them up.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...