Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Quest: a questline continues...
New Quest: a questline continues...[message #341416] Sat, 13 June 2015 20:43 Go to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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 angel
  • 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.

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Captain

Re: New Quest: a questline continues...[message #341419 is a reply to message #341416] Sun, 14 June 2015 07:48 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2420
Registered:October 2005
Location: Australia
Awesome news, I think quests have been been neglected for far too long, and glad to hear someone's rectifying that part of the game, though it's understandable with the work involved and quests being one of the more trickier elements to mod.

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Lieutenant

Re: New Quest: a questline continues...[message #348797 is a reply to message #341416] Fri, 10 February 2017 12:41 Go to previous messageGo to next message
Onin is currently offline Onin

 
Messages:16
Registered:September 2016
Hi.. I..
Toggle Spoiler

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Private
Re: New Quest: a questline continues...[message #348849 is a reply to message #348797] Tue, 14 February 2017 02:24 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Toggle Spoiler



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.

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Captain

Re: New Quest: a questline continues...[message #348856 is a reply to message #348849] Tue, 14 February 2017 11:58 Go to previous messageGo to next message
Onin is currently offline Onin

 
Messages:16
Registered:September 2016
ok thanks.. though i'm coding illiterate, so i'll just experiment with it.

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Private
Re: New Quest: a questline continues...[message #360483 is a reply to message #348856] Wed, 01 July 2020 00:16 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
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



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.

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Captain

Re: New Quest: a questline continues...[message #362637 is a reply to message #360483] Wed, 10 March 2021 14:22 Go to previous messageGo to next message
TheFlo is currently offline TheFlo
Messages:1
Registered:March 2021
Location: France
Hi all,
Before anything many thanks for the awesome work you're doing here to keep the game alive angel

While playing the game (Release 8934 / GameData 2580) I discovered this new quest and stumbled across a spawning issue:

Toggle Spoiler

Fortunately a simple change in "stategicmap.lua" fixed the issue:

Toggle Spoiler

I don't know if this was already fixed in some later build though.
Keep on the good work ! thumbs up

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Civilian
Re: New Quest: a questline continues...[message #365681 is a reply to message #362637] Mon, 21 August 2023 04:14 Go to previous message
Kitty

 
Messages:445
Registered:October 2017
Location: Germany
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)
-

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



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