nicked on 24/8/2014 at 10:05
I've got a minor objective issue that I'm trying to solve.
I have an objective to carry an AI to a room (take x person with you when you leave) which is set up as follows:
Invisible platform with custom stim receptron that responds to AI being dropped on it, which triggers the AI to become unfrobbable, and completes the objective (so that the player can drop the AI by the exit and come back later).
But the exit is also the room used for the final "When everything else is done, leave" objective.
It all works, the only problem is that if I do everything else first, then take the AI to the exit, then drop the AI, nothing happens. Because I'm already in the room brush, the final go to goal doesn't check itself, so I have to leave the roombrush and reenter before it triggers. Is there some way I can force the final objective to tick when I'm in that room, without resorting to having it tick off every time I'm in there, and uncheck when I leave?
darthsLair on 24/8/2014 at 11:07
TrigRoomPlayer script on the concrete roombrush>cd link to a relaytrap>cd link to qvartrap.
Relaytrap>cd link to a destroy trap, destroy trap cd link back to the relay trap.
A no-type objective on the final objective would work fine using the qvartrap, and also a qvar trigger cd linked to a requireall trap. The qvar trigger will wait for the goal to be completed.
Irreversible goal on your final objective should end the mission providing all other goals are satisfied.
nicked on 24/8/2014 at 12:46
Won't that make it so that if I head to the exit room first, the objective will tick off regardless of whether I go back there after all the other goals are complete?
darthsLair on 24/8/2014 at 13:00
Quote Posted by nicked
Won't that make it so that if I head to the exit room first, the objective will tick off regardless of whether I go back there after all the other goals are complete?
Reverse goal would allow the player to deposit the body, and come back to the finish room after all the other goals are completed. The only drawback is that the goal to exit would check, then uncheck when leaving the roombrush.
One way to solve it, would be to split the roombrushes where the body would be deposited.
Have the area where you have your stimmed plate in a default roombrush. The exit area would have the concrete final roombrush. You can use nvlinkbuilder to add the link from the roombrush to the qvar,once all other goals have been completed. You could also just add the link using your stimmed plate where your body will be placed.
The only other suggestion I could give is to teleport the stimmed plate in only after all the other goals have been completed. I am in the habit of only using qvar traps using no-type goals, and qvar triggers cdlinked to requireall traps. It seems to give me more flexibility.
Daraan on 24/8/2014 at 13:02
TrigRoomObject
gen.osm 2
Sends TurnOn to ControlDevice linked objects when this object enters a specific room (message ObjRoomTransit). Sends TurnOff when leaving the room. The room to trigger on is specified with Route links from the object.
Give this script to your AI. Route-Link to your Room and CD to a QVar trap.
Your Quest should be no typ and reversible in case the body gets moved out again.
The entering room quest is final. This one can be created via TOW.
You could also look at the Lost City capture Cavador mission how it's done there.
nicked on 24/8/2014 at 15:30
Ah, that works great, thanks!
Unfortunately, I already have the AI TrigSlain linked to some other stuff, which now gets triggered when I bring them into the exit room. I think I'll just leave it, it's not a major problem, just a minor oddity.
Yandros on 24/8/2014 at 16:45
It's not elegant, but you could rig QVTriggers for every other objective to a RAT, and also the roombrush of the final room to it, then link it to a QVTrap that forces the final goal to complete. That should make the final goal tick off when they drop the body in there, since it will be the last trigger for the RAT. It should also prevent the final goal from getting ticked prematurely, since the RAT requires every condition you're looking for.
john9818a on 26/8/2014 at 11:49
I had the same problem in Undead Reckoning. I should have simply mademy final room beyond the body drop off room instead of using the same room for both body drop and final.
nicked on 27/8/2014 at 05:50
Aye that's what I'm going for - a lever to open a gate for the final objective that doesn't activate til all the others are complete.