sNeaksieGarrett on 19/2/2014 at 02:37
So I tried doing a search on this and am having a hell of a time finding what I need. (Is it a Require All Trap setup? I saw mention of this in a thread somewhere but wasn't sure how to go about it or if it was even relevant to my exact situation. Let me explain my situation.
I have 5 objectives. fiction_2 (steal object) and fiction_3 are identical though, since fiction_2 is final on Normal (but fiction_3 is not final and should only appear on hard and expert), whereas fiction_4 (go to location) is final on Hard and Expert (and as such only appears in those modes.)
Okay so, having said that, I went ahead and made a QuestVarTrap and CD'd it from a room called StartArea. The idea is that after stealing an object and doing all other objectives, Garrett returns to the StartArea room brush and triggers the QVTrap. The problem I realized was that while playing, the player could easily walk back into the starting room brush and trigger the final objective by accident. So obviously I did not set this up properly.
Renault on 19/2/2014 at 06:36
The player can easily walk back to the starting room, but the objective should not tick off if the other objectives aren't already completed, because it's a final. If it's ticking off, it must not be marked as final.
So on Normal, as soon as the player steals an object (objective #2), the level is finished.
On Hard and Expert, the player must steal two objects (objective #2 & #3) first, and then go to the start area (objective #4) to finish the level.
Yandros on 19/2/2014 at 17:01
I'm not sure you need to be setting goal_final_2 (or even having two separate goals 2 and 3), since goal 4 is not visible on Normal. It depends on what goals 0 and 1 are, and if the player can steal the item for goals 2/3 before completing them.
sNeaksieGarrett on 20/2/2014 at 01:35
Quote Posted by Brethren
The player can easily walk back to the starting room, but the objective should not tick off if the other objectives aren't already completed, because it's a final. If it's ticking off, it must not be marked as final.
Well, I was playing through dromed and not a compiled FM. However I used the Expert and Process Difficulty options from the dromed menu to test. I double-checked and goal 4 is marked as final and yet
it still says objective complete when i walk back into the room brush.:confused: Goal 2 is marked as final as well though, but that's only supposed to be for normal.
@Yandros:
I thought you had to mark the last objective as final, which is why on normal I have goal 2 marked as final.
Let me break down each goal in a general sense:
fiction_0: Get inside a location. (room brush goal)
fiction_1: find a book or scroll and frob it to find the location of a piece of loot(no type, since you have to frob this object for it to tick the box. Right?)
fiction_2: Once you've found the location from the previous goal, frob the loot. (steal loot objective.) - note: marked as final for Normal mode.
fiction_3: A duplicate of fiction_2, for use when playing Hard and Expert modes.
fiction_4: Final. Hard and Expert only. Return to the starting area by walking into StartArea.
Quote:
It depends on what goals 0 and 1 are, and if the player can steal the item for goals 2/3 before completing them.
Goal 0 is a prerequisite; Garrett enters that area to get to the other goals.
I hadn't thought of this until writing this post, but the player could technically skip by goal 1 and find the loot by just exploring further in the level. Hmm, I guess I'd need to set it up such that the piece of loot is hidden from Garrett's view until goal 1 is ticked off.
Yandros on 20/2/2014 at 03:38
Ok, IF you can insure that the player completes goal 1 before they find the object in goals 2/3, then you don't need goal both 2 and 3, and neither needs to be final. Typically you only need to mark a goal as final if it can be fulfilled before all the other goals are completed, but you don't want it to be. Thus, most "Go to location X when all other goals are complete" goals need to have goal_final_x set to 1, unless the player can't possibly get there before fulfilling all other objectives.
I would recommend just setting goal_2_visible to 0, and goal_min_3 to 0 so it appears on Normal as well as Hard/Expert. So you have just one steal the treasure goal, visible on all difficulties, and not marked final. The mission should still end when you find it on Normal, since goal 4 is not visible.
sNeaksieGarrett on 20/2/2014 at 23:33
Ok so, I tried to hook up fiction_1 (or goal2 - kinda confused myself since goals start with 0) but the goal doesn't get checked off and I don't see Objective Complete at the top of the screen. goal_state_1 is set to 0. I have a QuestVarTrap ~ControlDevice linked from a ledger.
Properties of QuestVarTrap linked from ledger:
~ControlDevice: the ledger
Script>Trap Control Flags: Once
Trap>Quest Var: =1:goal_state_1
Properties of Ledger:
Engine Features>FrobInfo: Script;none;none
ControlDevice: the questvartrap(183)
That should work right? I don't understand why it doesn't. I have a similar setup in Life of the Party: Winter Edition, except in that mission it's an unrolled scroll (with FrobInfo:Move;Script;None and S>Scripts>StdScroll;TrigInvFrob) and the qvtrap has =1:goal_visible_12 rather than setting the state of the goal.
R Soul on 21/2/2014 at 00:05
Did you give the ledger the TrigWorldFrob script?
There's something I don't like about linking books directly to qvar traps that complete goals. When the player frobs the book, 'Objective Complete' is shown, and the sound begins, then the game shows the book (if it has Art). After leaving book mode, the message has gone and the sound finishes. I think it's better to link the book to some timer, with a delay of 100ms, and link the timer to the qvar trap.
sNeaksieGarrett on 21/2/2014 at 02:23
At some point I had added that, not knowing if that was even a real script or not (but then removed it later.) Didn't work, but I'll try again. May be the way I set it up or lack of that. Anyway, I'll give it another shot and report back. Also, thanks for the suggestion about the "objective complete," I'll get on that.
EDIT:
Okay, got the objective to work. (Both counts.) Thanks R Soul. :thumb:
sNeaksieGarrett on 22/2/2014 at 22:09
So, I've still no idea how RequireAllTraps work.
Right now I have a serious problem. When starting Expert, the final objective automatically checks off (return to start area) since Garrett starts in that area and it's the last place you go in Hard/Expert. I was guessing that I need to set up some system with a RAT where it would only trigger once the others were activated. Or I guess it's because the objective isn't being marked final, is that all I need? I removed it because of previous advice in this thread. Can someone tell me of a tutorial that would help, or please explain it to me? I tried CD linking all related stuff to the RAT but that didn't do anything.
Things involved:
two QVtraps, two room brushes (one called Entrance which triggers an objective complete message;one called StartArea which triggers objective complete, which is only supposed to happen after doing all other objectives.)
edit:
sigh, I've got another problem.
Walking into and out of the Entrance room brush re-triggers the objective complete over and over again. Setting Trap>Control Flags Once to the room brush itself didn't help. I then tried linking the Entrance to a questvartrap, but now that I think about it that can't work because in the Mission Data it's specifically asking for Entrance (goal_target_0: 176) so it will trigger it every time. What am I doing wrong?
Daraan on 22/2/2014 at 22:28
I tried to follow this thread in the last few days but could not say much more than Yandros.
If it ticks off to early then it's not marked final on that difficulty.
In KoMaG's tutorial final objectives are covered - but I don't think on different difficulties but might be some good info.
If you know what you do I would suggest delete your quests and do them again with TOW and be sure that you check the right difficulties and final objectives if your not sure why don't take a look at Bafford's Manor, Cragscleft, The Bonehoard... missions these all have a 'steal item => end level' on easy and 'move to exit area' on harder difficulties quests.
EDIT: In worst case they used custom scripts to handle the objectives.
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This would be the way to do it automatically else you do it manually via QVarTraps which tick a final (always be careful with the allowed difficulty) objective when you want it.