Cavalorn on 8/8/2017 at 23:08
Thank you. I'll make sure the new objectives will activate before the one gets canceled. I think I'll try it with your custom script, that should solve the problem nicely.
R Soul on 9/8/2017 at 00:42
I should point out that you'll need squirrel.osm, which is in the latest NewDark zip file (not sure if Tafferpatcher extracts it), and the .nut file in the other thread goes in a 'sq_scripts' folder at the same level as intface, fam, obj or other custom resource folders for your FM.
Cavalorn on 9/8/2017 at 15:14
@R Soul: Thanks for the heads up. I'll take a look at it.
Another question: I started setting up the objective parameters manually, and I've got the first one working. I added the "irreversible" command so it wouldn't tick off every time when I step into that concrete room and it worked like a charm. But after I added the cancel parameter (as Brethren described it), the objective keeps ticking off constantly whenever I reenter the area. How do I solve this?
EDIT: Never mind me, I got it sorted out. I was thinking maybe a DestroyTrap would do the trick and it actually did. Sorry for the trouble!