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pasmon79

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Everything posted by pasmon79

  1. There is "<BehaviorTask" used along "AnimSet". I can understand its purpose clearly but curiously, where is it defined?
  2. Ok thanks. The game does two things (I) Assign tasks without any restriction of character (2) Moves the task assigned character to respective location, there are some actions defined in âAnimâ, but not all of them especially related to watchtower.
  3. While experimenting with watch tower facility, I have realised that the âfacilityâ file is merely cosmetic in assigning the guard duty(it merely assigns label), while the actual assignment takes place in âtasksâ and âinteractiondefâ.
  4. Thanks for the cool hint. I will inform of my testing soon.
  5. I am sorry not to be precise, I meant building with "cross X" sign that is fully looted.
  6. The game should really have allowed to specify a required building type as it would allow us to build varying missions with precise conditions. However, I am surprised at the preciseness of supply run mission in lifeline, I had to give up a game( with my base full on supplies and armed to teeth) just because there were no supply run missions for either soldiers nor civvies after the looting of entire map. Is there any tag available for a fully searched building(HouseDepleted??)?
  7. This is found in facilities.xml w.r.t Outpost "Avatar Award" <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" /> I can understand why do we need to specify outpost as BuildingMASK, but why do prevent it in BuildingQuery?
  8. In the fatecards lists, there exists certain conditions which displays âinfestationsâ and also deal with âoutpostsâ and they involve usage of âBuildingFlagQueryâ and âAllowedOwnedâ in a very unusual manner.
  9. âEnteredâ means building âpartially searchedâ(right?) I have observed âAllowedOwnedâ used for âOutpostsâ and âInfestationsâ alike. I cannot understand the difference.
  10. I have noticed that it is not easy to force a mission character to land at exactly a single type of building like Outpost etc by using BuildingFlagMask. There is BuildingFlagsQuery too but i cannot figure out its importance.
  11. No, I am calling a very specific mission by using its exact Label. I have tried <Building BuildingFlagMask=âInfestationâ as well with producing the same behaviour. Actually after scouting the map I discovered that infestations on the map were way outside the âsearch parameterâ I devised(I am using NearActorIdx=+2â (near A specific building type) instead of using. â -1â. I guess that I have to create a totally different mission, excluding infestations altogether achieve the intended effect
  12. Okay, so is it possible that while working in the absence of restrictions( I usually remove them) if the game does not find infestations according to search criteria, then instead of failing the mission it creates one even with using âFindâ tag.
  13. I have found that i was working without Restrictions setting in missions <Restriction> <Amount>6</Amount> <Value>!Count.Infestations</Value> </Restriction> Does this restriction matter in conjugation with "find" tag because it seems that each time i run an infestation mission using "Whatever", the game automatically creates it for me(if there is none in defined area) no matter what i use.
  14. I have already studied the Endangered enclave before, thanks for integrating all the dots for complete understanding.
  15. In libs directory, they are triggered by the completion of "JoinMission" or lack of trustÃÂ less than 100 for an enclave with dead neighbor less (Do you mean this?).
  16. I have often encountered enclaves with no member(probably died) and still showing on map. Is there a way to remove such enclaves or in other words a variable to monitor their population similar to defined in "Count." in rtsdata?
  17. Actually I did a custom mission test with just find with the expectation you just mentioned, but it gave me a location near my base where I suspect there was no infestation before the mission so I have to confirm and do multiple tests to confirm its suitability.
  18. Does the "Find" in "Infestation Actor Flag" discovers a pre-made infestation or spawns it ?
  19. A survey helps to plan safest route towards a marked location avoiding ferals, juggernauts or hordes. This is the beauty of this game, same map can be used several times for different style and no matter how perfect oneâs valuable character can be lost to an unpredictable mix of hordes/freaks.
  20. As a programmer I feel that survey mission is totally useless, brings your character in unnecessary danger when you can survey at the place of your suitability.
  21. Is the survey mission in YOSE version identical to the one in original version or different? Note that the "<ActionID=Reward"(OPtTimeout) in "survey mission" is identical to that of "Diversion Request".
  22. In the survey-point mission, there is a setting similar to diversion request(OptTimeout). Was it present in the old SOD or just a case of copy-paste code?
  23. Thanks, I will be testing and sharing any new info related to it.
  24. :cool: "The Simbase values are only used when a mission runs the simulation after not being started by the player after the opportunity timeout." This answers my question related to "When and How does MissionOptTimeout occur after opportunity timeout?"(Thanks) How does lowering the values of "SimBaseDanger" affect (Complete, Fail, Hurt and Flee) in MissionOptTimeout?
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