easy.123 on 20/9/2009 at 04:07
I did everything else and somehow missed it!
Thanks!
E123
PotatoGuy on 20/9/2009 at 09:39
Next to the barracks, where some novices are playing a cart game.
Garrett's Shadow on 29/11/2009 at 21:19
I think this one has bugs then I guess, because i did'nt get any voice message at all when I picked Dave up and I left him in sewer for later. Did that break the game? :erm:
Also, I operated the 2 "master switch's" in block 1 and the one in block 2, and nothing happened, and the individual cell switches are not frobbable! :erg:
One neat thing though! (<-- :confused:) In a 180 degree about face, I have tons of holy water but hardly any water arrows to use it on! :wot: :weird:
Nightwalker on 30/11/2009 at 02:21
I don't think you get any voice message. You just take him with you when you leave to complete the objective. Mind you, I could be wrong as it's been a long time since I've played it.
Garrett's Shadow on 30/11/2009 at 02:30
but the game did end when I picked him up again in the sewers!
But I am still wondering about peeps posting about freeing the prisoners, I sure as heck could'nt because of the reason I posted!
Nightwalker on 30/11/2009 at 02:32
I went in and checked and the switches did open the cells for me. You're not missing anything. The prisoners are a pain anyway. :)
Garrett's Shadow on 30/11/2009 at 02:39
because i see that someone else also had the problem with the cells not being openable! :erg:
Well I guess it is okay anyways, would'nt have wanted to let out that pediophile sicko or that flame brain either! And it did say that the Hammer Head (haha!) of the place was gonna let the actors go anyways and that's who I wanted to free! ;)
I just think only the very worst perps should ever go to Cragscleft!
fortuni on 27/7/2019 at 09:56
dml fix for
Get Dave Out objective. Objective is no longer reversible and now correctly completes only when you get Dave to the sewers.
Code:
DML1
//Burglary in Blackbrook: Fix Dave objective and a bottle//miss20.mis.dml
FINGERPRINT
{
QVAR "goal_target_9" == 2137
}
#script tnhscript
Create -464 "QVarFixSwitch"
{
+ObjProp "Scripts"
{
"Script 0" TrigProximity
}
+ObjProp "designnote"
{
"" Proximity=2000
}
}
+ObjProp 2086 "Scripts"
{
"Script 0" TrapSetQvar
}
+ObjProp 2086 "TrapQVar"
{
"" =0:goal_target_9
}
+Link "QVarFixSwitch" 2086 "ControlDevice"
{
}
+ObjProp 2137 "Scripts"
{
"Script 0" TrigRoomDeposit
}
+Link 2137 2569 "Route"
{
}
Create -1823 "DaveObj"
{
+ObjProp "TrapQvar"
{
"" =1:goal_state_9
}
}
Create -1823 "EscapeObj"
{
+ObjProp "TrapQvar"
{
"" =1:goal_state_12
}
}
+Link 2137 "DaveObj" "ControlDevice"
{
}
+Link 2137 "EscapeObj" "ControlDevice"
{
}
+ObjProp 2137 "Scripts"
{
"Script 0" TrigRoomObject
}
+ObjProp 1692 "PhysType"
{
"Type" None
"# Submodels" 0
}
zajazd on 25/1/2020 at 16:09
Great mission, but I can't seem to find the sewers to complete the mission.
Whew found it without much backtracking, turned out I had the whole prison to explore yet. I usually don't care for maps but this is one mission that could have used one.