Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Quest: a questline continues...
New Quest: a questline continues...[message #341416]
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Sat, 13 June 2015 20:43
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Some of the vanilla questlines seem very short. Adding new quests is hard (as a lot of it is hardcoded), and we cannot record new dialogue bits (unless someone gets a hold of the voice actors from back then). Nevertheless, I've added a new quest, which as much content as possible moved to Lua scripts and .edt files (did I mention how much the .edt format sucks? I should, because oh boy, it DOES).
As this is the first time in over a decade that we have an entirely new quest, I am not going to spoil what exactly happens in the quest here. If you have questions to this quest, please only post them in spoiler-tags ([*spoiler][*/spoiler] without the '*'s). A few short infos however:
- The quest starts right after another quest finishes, but only if it was done in a certain way (it makes sense in the context).
- You can decide whether you want to do this quest, and how. Depending on your game- and roleplay style, a moral dilemma might come up in the quest.
- If you don't want to know more about the quest, don't read the GameDir changes that come with this
- Modders can alter what sectors are involved (and alter the difficulty) via Scripts/Quests.lua and Scripts/strategicmap.lua. Especially if they have different maps, we can't have people spawning in deep water, can we now?
- If you don't want this quest to ever show up, edit InternalEndQuest(...) in Scripts/Quests.lua and remove the parts that start this quest.
Does not break savegame compatibility.
This has been added in r7889 & GameDir r2252. Not using the updated GameDir files will cause your toaster to be possessed by a demon... again.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New Quest: a questline continues...[message #348797 is a reply to message #341416]
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Fri, 10 February 2017 12:41
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Onin |
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Messages:16
Registered:September 2016 |
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Hi.. I..
Toggle Spoiler
wasn't able to find them.
Made a post about this earlier (can't link because i'm a forum noob)and ratpaz provided me with info on where they could be found. But i think ratpaz never found them too.
questions:
0.9.(too lazy to edit numbers) Can they be found at all? Like talk to them with the friendly/direct/threaten options.
1. Would there be a notification like when you find Hamous or Skyrider?
2. Are they going to be in a structure or are could they be standing in the middle of a corn field or something?
3. Do they move around?
4. Could they be killed even before Kingpin's failure notice?
5. Are they disguised as "civilian"?
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Private
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Re: New Quest: a questline continues...[message #348849 is a reply to message #348797]
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Tue, 14 February 2017 02:24
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Toggle Spoiler
0.9: Well, they could be found when I committed this... not sure what would have changed this. Have you tried forcing them to appear by altering the lua scripts?
1. I don't think so... though you could add that via script, which isn't a bad idea.
2. Uh. Not sure, I think I placed them in buildings when possible. See the script, Im not at the code atm.
3. They walk a big, like normal civs, but not much.
4. Unless someone accidentally kills them in tactical combat, no.
5. No. They look like always.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New Quest: a questline continues...[message #360483 is a reply to message #348856]
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Wed, 01 July 2020 00:16
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As was pointed out elsewhere... some people relevant to this quest won't spawn unless ALLOW_EXTRA_CIVILIANS is set to TRUE in JA2_Options.ini. The quest isn't unsolveable otherwise, but one of the quest endings is.
Toggle Spoiler
Also, fyi, the heads of Angel & Maria are irrelevant. If one chooses to kill them, Kingpin will send a confirmation and reward several hours later.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New Quest: a questline continues...[message #362637 is a reply to message #360483]
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Wed, 10 March 2021 14:22
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TheFlo |
Messages:1
Registered:March 2021 Location: France |
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Hi all,
Before anything many thanks for the awesome work you're doing here to keep the game alive
While playing the game (Release 8934 / GameData 2580) I discovered this new quest and stumbled across a spawning issue:
Toggle SpoilerIn sector B12, one of the elite bounty hunter spawned into the inaccessible high crops in the south-east of the map, preventing killing it, thus achieving the "good" ending.
Fortunately a simple change in "stategicmap.lua" fixed the issue:
Toggle SpoilerAdding an specific case like for the deep water spawning issue around lines 659 and 681
-- dont spawn in deep water or inaccessible high crops
if (sSectorX == 14 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
elseif (sSectorX == 12 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 15455, hostile)
else
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
end
I don't know if this was already fixed in some later build though.
Keep on the good work !
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Civilian
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Re: New Quest: a questline continues...[message #365681 is a reply to message #362637]
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Mon, 21 August 2023 04:14
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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Dang, the previous post by TheFlo went unnoticed
Luckily, DSmidgy stumbled upon the same issue two years later again and reported it
B8 also had an invalid spawn point
adjusted strateticmap.lua like that
-- dont spawn in deep water (B14)
if (sSectorX == 14 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
-- dont spawn in bush (B8)
elseif (sSectorX == 8 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile)
-- dont spawn in cornfield (B12)
elseif (sSectorX == 12 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile)
-- spawn at common GridNo in all other possible sectors
else
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
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as of 21.08.2023 this is part of the release of latest 1.13 on gitHub
if there still are problems, please report here or at discord
or open up an "issue" on gitHub
thanks
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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