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HUD - Quest - objectiveList


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Hi guys I created a quest with a tons of items need to gathered and the HUD looks like this:

https://ibb.co/PWkJGrz

 

How i can do for example 5 pages, with 12 entrys ?

 

 

 

	<quest_objective_entry>
		<rect width="300" height="43" controller="QuestObjectiveEntry"  complete_icon="ui_game_symbol_check" incomplete_icon="ui_game_symbol_x" notstarted_icon="ui_game_symbol_quest" complete_color="[green]" incomplete_color="[red]" notstarted_color="[white]" visible="{hasobjective}" >

			<sprite depth="2" name="iconTrack" style="icon22px" pos="4,0" color="{objectivecompletecolor}" sprite="{objectivecompletesprite}" />

			<!-- <sprite depth="0" name="Icon" sprite="ui_game_symbol_pen" style="icon32px" pos="8,-3" foregroundlayer="true" visible="false"/> -->
			<label depth="4" name="Description" pos="30,2" width="250" height="28" text="{objectiveoptional}{objectivedescription} [DECEA3]{objectivestate}[-]" color="{objectivephasecolor}" font_size="26" />
		</rect>
	</quest_objective_entry>

 

	 <window name="windowQuestObjectives" width="653" height="240" panel="Center" controller="QuestObjectivesWindow" cursor_area="true" >
		<panel name="header" height="43" depth="1" backgroundspritename="ui_game_panel_header">
			<sprite depth="2" name="windowIcon" style="icon32px" pos="4,-5" sprite="ui_game_symbol_quest"/>
			<label style="header.name" text="OBJECTIVES" text_key="xuiObjectives" />
			<label depth="2" pos="545,-8" width="100" height="28" text="{questdifficulty}" color="[lightGrey]" justify="right" upper_case="true" />

		</panel>
		<rect name="content" pos="0,-46" height="194" depth="1">
			<sprite depth="2" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" />
			<sprite color="[darkGrey]" type="sliced" />
			<rect visible="{showquest}">
				<grid name="objectiveList" rows="5" cols="2" pos="12,-10" width="300" height="184" cell_width="300" cell_height="30" repeat_content="true" arrangement="horizontal" controller="QuestObjectiveList">
					<quest_objective_entry name="0" />
				</grid>
				<label depth="3" pos="8, -165" text="{questrequirementstitle}: {questrequirements}" width="590" visible="{showrequirements}" height="30" />
			</rect>
			<rect visible="{showempty}">
				<label pos="0,-70" depth="3" name="descriptionText" width="100%" height="65" text="OBJECTIVES NOT AVAILABLE AT THIS TIME." text_key="xuiObjectivesNotAvailable" justify="center" font_size="28" />
			</rect>
		</rect>
	</window>

 

 

 

 

 

Edited by M1cromanagement (see edit history)
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Just from a game playing perspective, why so many items at once?  That's overwhelming to the HUD as you pointed out, but also maybe overwhelming to the player?  Is there a quest plot reason why you cannot break the goals up into multiple quests or phases?  

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I don't want to give up the idea, maybe "quest" isn't the right word, more like "ingame achievement", the problem is I'm just a noob who has an idea and my experience is not enough to create a HUD myself, let alone the one to do anything by myself, but i would like to learn some things related to xml.

 

 

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I can't read or speak German (I believe that is German) so I don't know the tasks you have laid out, but there is no shame in dividing up that big list into several smaller ones.  You can have them active at the same time so you are still progressing on all of them as you progress through the game, but breaking them up into subgroups would make it less overwhelming.

 

I removed the perk books from the traders and loot tables, and made them rewards when you complete specific tasks.  Some are available at the same time (like the tasks for the Mining books or lucky looter) while others are defined in series to force you to progress (like Pistol Pete where you first have to kill with the pipe pistol, then the 9mm, then the SMG).

 

I know you can add more tabs / pages to the windows (as Khaine done it in his Darkness Falls mod), but not sure if you can do it for all of the windows (including quests).  To start with, I would recommend looking at the Perks / Skills window to see how they have set it up as that one has the multiple tabs for each attribute and the perk books.

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Morning BFT2020, yeah thats german, but im from vienna ,and our definition of german is not the same as mine because our country - we have many dialects each area^^ and like germany to but im clearly understand in germany each dialects -it is the same as with british and american^^ i think this is a good comparison - i think

anyway back to topic

Quote

so I don't know the tasks you have laid out

 

i created a tons of test quests with diffrent total items(5,12,20,50,100) to gathered and diffrent test quest with more as 1 phases for alot of quest  for watching out when i become a error,

i figured out that when im not updating/set this i become a error

<!--<set xpath="/windows/window[@name='windowQuestObjectives']/rect[@name='content']/rect[@visible='{showquest}']/grid[@name='objectiveList']/@rows">100</set>-->

 

 

 

 

Quote

but there is no shame in dividing up that big list into several smaller ones.  You can have them active at the same time so you are still progressing on all of them as you progress through the game, but breaking them up into subgroups would make it less overwhelming.

i think when no one can help me out here ,i must do this, i dont  unlike these idea to create subgroups , its just in this situation of this "archievment" what i dont agree with it

 

 

 

Quote

I removed the perk books from the traders and loot tables, and made them rewards when you complete specific tasks.  Some are available at the same time (like the tasks for the Mining books or lucky looter) while others are defined in series to force you to progress (like Pistol Pete where you first have to kill with the pipe pistol, then the 9mm, then the SMG).

i like your idea behind this , because when im playing 7 days to die , it feeling like rushing things , thats why i think the new update is awesome and your idea to and thats why i removed all xp gain things except quests and prob looting. and i think the mindeset are diffrent but at the end of the goal is the same

 

 

Quote

I know you can add more tabs / pages to the windows (as Khaine done it in his Darkness Falls mod), but not sure if you can do it for all of the windows (including quests).

yeah thats why im little upset, because its possible, but i dont know.

I looked longer in the files but dont found anything - maybe I missed it

 

Quote

To start with, I would recommend looking at the Perks / Skills window to see how they have set it up as that one has the multiple tabs for each attribute and the perk books.

 

found something interesting In XUI/windows.xml - windowSkillBookInfo

 

<window name="windowSkillBookInfo" width="647" height="730" panel="Right" controller="SkillBookInfoWindow" cursor_area="true" hidden_entries_with_paging="1" >

 

and in the same window


 

            <rect name="pagerBox" depth="3" width="644" height="43" pos="3,-639" visible="{showPaging}">
                <sprite depth="1" name="background" color="[mediumGrey]" type="sliced"/>
                <sprite depth="0" name="backgroundMain" sprite="menu_empty3px" pos="-3,2" width="647" height="47" color="[black]" type="sliced" fillcenter="false" />

                <panel pos="524,0" width="104" height="43" disableautobackground="true">
                    <pager name="pager" pos="-16,-6" primary_pager="false" />
                </panel>
            </rect>

 

 

but i cant settle this up on my own, maybe a dude found in this topic and helps me out :D

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