noname835 Posted January 29, 2022 Share Posted January 29, 2022 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. Link to comment Share on other sites More sharing options...
Cranberry Monster Posted February 2, 2022 Share Posted February 2, 2022 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 More sharing options...
noname835 Posted February 19, 2022 Author Share Posted February 19, 2022 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 More sharing options...
noname835 Posted February 20, 2022 Author Share Posted February 20, 2022 (edited) I understood how to insert the quest with the bag to collect, but the merchant never offers me this 'tiers' 1 quest, and I don't see how I can create this quest with the yellow paper that you site Edited February 20, 2022 by noname835 (see edit history) Link to comment Share on other sites More sharing options...
meganoth Posted February 20, 2022 Share Posted February 20, 2022 (edited) The quests on paper were removed in A20 (or A19?). Check out A18 (or A17 or A16) again and you can see how TFP did implement them. Search for the string "nailsomechicks" in A18's XML files and you should see an item and a quest at least. Edited February 20, 2022 by meganoth (see edit history) 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted February 22, 2022 Share Posted February 22, 2022 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 More sharing options...
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