Niborius on 26/5/2015 at 16:55
Hi taffers,
As I'm slowly nearing the completion of my second FM I've been working on the objectives.
Surprisingly enough I got almost all objectives to work in only a few minutes time (it was a nightmare for my first fm). However, there's one objective that I couldn't get a clear answer of of how to get it to work, and that is the following:
NormalDon't KO more than 4 guards
HardDon't KO more than 2 guards
ExpertDon't KO more than 1 guard (or no guard at all, I'm still not sure which one I should do... opinions?)
I found a few very old topics (dating back to 2001) related to this same objective but the process of doing this was so complicated I figured there had to be a better way by now.
I also have another little issue that is not relevant but still bothering me, and that is the following.
I know how Rooms work and how to place them correctly, however, there is one big room that is connected to 2 hallways, but no sound is going through the room transitions.
Dromed is not saying it's a bad room either. The 2 hallways are about half the height of the bigrooms and are connected to the upper half of the room.
This is what it kinda looks like from above:
Code:
_______________
| \
| \ < Big Room
- ------ -----
| | | |
| | | | < Hallways
| | | |
Yandros on 26/5/2015 at 18:13
For the objectives, create a QVTrigger for each one, with Trap > QuestVar set to >4:DrSKnockouts, >2:DrSKnockouts, and >1:DrSKnockouts respectively. (I may be remembering the exact name of that QVar incorrectly, so look it up to be sure.) Link all three to the QVTrap which fails your goal, and then on each one set Difficulty > Destroy to the appropriate difficulties. For example, on the one for Normal (>4) you would set Difficulty > Destroy to 1, 2 so that that trigger is destroyed on difficulties 1 (Hard) and 2 (Expert), and so forth.
For the rooms, are the roombrushes for the hallways intersecting the big room's roombrush? Without an intersection, there will be no sound moving between them.
Niborius on 26/5/2015 at 20:01
Quote Posted by Yandros
For the objectives, create a QVTrigger for each one, with Trap > QuestVar set to >4:DrSKnockouts, >2:DrSKnockouts, and >1:DrSKnockouts respectively. (I may be remembering the exact name of that QVar incorrectly, so look it up to be sure.) Link all three to the QVTrap which fails your goal, and then on each one set Difficulty > Destroy to the appropriate difficulties. For example, on the one for Normal (>4) you would set Difficulty > Destroy to 1, 2 so that that trigger is destroyed on difficulties 1 (Hard) and 2 (Expert), and so forth.
So if I get this right I need to have 3 QVtriggers and 3 QVTraps? And does 0,1, 2 represent the difficulty, or the objective for each difficulty? As in, the objective numbers for this objective is 6, 7 and 8 for each difficulty respectively. If I do either and try this in Test mode I can see all three of those objectives and none of them work. Must be something small I'm doing wrong. Btw, according to other threads (did a google search :P) it's supposed to be "DrSKnockout" without an -s, so you were pretty close.
Quote Posted by Yandros
For the rooms, are the roombrushes for the hallways intersecting the big room's roombrush? Without an intersection, there will be no sound moving between them.
Yea they are. I tried to do it with different sizes too but the same problem reoccurs.
Edit: Here are a few screenshots showing the rooms.
Inline Image:
http://i59.tinypic.com/a3zdab.png
LarryG on 26/5/2015 at 21:00
Try slitting your big room's room brush into two pieces, an upper piece and a lower piece. I'm suspecting that the center of the portals between room brushes is in solid and that splitting that large room brush will shift the center to be in air.
Yandros on 26/5/2015 at 21:27
My bad, yes you need three QVTraps, not just one - one for each objective. For some reason I was thinking it was a single goal but since they specify the limit, of course they need to be separate objectives. The 0, 1, and 2 refer to the difficulties, and you use those on the Difficulty > Destroy properties; since your goal numbers are 6, 7, and 8, those are used in the Trap > QuestVar props on the QVTraps. So the complete setup for the Normal objective (assuming that's goal #6) looks like this:
QVTrigger with Trap > QuestVar set to >4:DrSKnockout and Difficulty > Destroy set to 1, 2
ControlDevice-linked to a
QVTrap with Trap > QuestVar set to =3:goal_state_6
You could also set Difficulty > Destroy on the QVTrap instead, or on both of them. As long as one is missing on each difficulty it will be fine. Then just repeat that for the other two difficulty levels - Hard will have a KO limit of 2, and set difficulties to 0, 2, and use goal_state_7 on the QVTrap, etc.
As to why all three show up when you test, that's because you're not testing with a difficulty enabled. I'm going to assume you're using the menus that come with the Dromed Toolkit since they're more or less required with NewDark these days. Here's how to do this (you'll wonder how you ever got by without it):
1. Add the NVDebug script (you'll need the .osm file in your T2 directory if you don't have it; it's in the NVScript distribution) by Custom > Load Script > Load other script and entering NVDebug to load it.
2. Add the NVDifficultyDebug script (using S > Scripts) to any object in your mission; I recommend your starting point so you can easily find and remove it later.
3. Set the difficulty using Playtest > Set difficulty (using NVDebug.osm), just choose whichever one you want to test. You can also revert to No Difficulty in the same menu.
Now when you go in game, you'll be playing at the specified difficulty and can test stuff like this, and anything else related to difficulty.
Niborius on 27/5/2015 at 06:45
Quote Posted by LarryG
Try slitting your big room's room brush into two pieces, an upper piece and a lower piece. I'm suspecting that the center of the portals between room brushes is in solid and that splitting that large room brush will shift the center to be in air.
This worked! Thanks LarryG!
@Yandros I'm going to try this as soon as I get home from school, I have those menus installed there.
Edit: I'm having trouble getting the custom NVDebug menu's to work, they just don't appear. Not even with the Dromed Toolkit Menus.cfg. :confused:
Niborius on 28/5/2015 at 06:54
I got the difficulties to work now without the specific menu, I just created a quest called DebugDifficulty and gave it a number from 0 to 2, but even though it gives me the message that the game is running at the desired difficulty, all 3 of those objectives persist.
The objectives don't seem to work yet either yet
Yandros on 28/5/2015 at 11:03
Do you have the vars set to make the objectives appear only one per difficulty? Like goal_max_diff_0=0 ?
Niborius on 28/5/2015 at 12:04
Omg of course! Somehow I didn't think of that. I also did the Qvar wrong as I wrote goal_state_8, 3 instead of =3:goal_state_8
Now it works exactly as it should.
Thanks for your great help, Yandros
Yandros on 28/5/2015 at 12:53
:thumb: