pasmon79 Posted October 27, 2019 Share Posted October 27, 2019 I was testing some modification to missions in breakdown. For this i restricted all the sandbox generic enclaves to a single mission. It worked for Combat Type and rescuepanicked but failed to generate any mission for rescue_suicidetwisted(searched) and encInfesattion along with its variants, I have a single enclave(friendly, not joining) in the region having construction place, behind my homebase at syndertrucking, which is fortified with outposts in the surrounding region. What is restricting these missions? Link to comment Share on other sites More sharing options...
qmjs Posted October 27, 2019 Share Posted October 27, 2019 No available building, probably. For the encRescue_SuicideTwist: See SetupFlags= TargetPosInBuildingNear and the Building definitions under Actors. They have several variations available, but the farthest it can be from the enclave home is SearchRangeMax="200" and of those buildings in range it can't be any of BuildingFlagsMask="Outpost, Enclave, Infestation, MissionOp" After those are accounted for, it would fall to specific actor character requirements, or the equivalent requirements from the called scenes. Also, keep in mind that the missions generally point to a MissionFrameworkBucket name, not the specific individual missions inside them. Link to comment Share on other sites More sharing options...
pasmon79 Posted October 27, 2019 Author Share Posted October 27, 2019 (edited) Well i have noted that all the mission related to "encRescue" except "_panicked" (which actually works) requires at the least two survivors(belonging to a Random Enclave) to be missing, which was perhaps not the case of my game. I edited out "meta missing" and voila i was finally able to test my mission modifications for "encRescue". Edited October 30, 2019 by pasmon79 Link to comment Share on other sites More sharing options...
pasmon79 Posted March 24, 2020 Author Share Posted March 24, 2020 (edited) I would like to set a mission, in which the "npc" has to appear on one of my outposts only. Is BuildingFlagsMask="Outpost" enough? Edited March 24, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted March 25, 2020 Share Posted March 25, 2020 Probably, but take note of the search ranges and NearActorIdx settings. The ranges will probably need to be fairly high to ensure that there is an outpost within range of where they are. Link to comment Share on other sites More sharing options...
pasmon79 Posted March 27, 2020 Author Share Posted March 27, 2020 What is ActorIDx anyway?Is it possible to the vehicle delivered via Ray Santos to base instead of location near player? Link to comment Share on other sites More sharing options...
qmjs Posted March 27, 2020 Share Posted March 27, 2020 (edited) Actor Index. It refers to the Actors section, first listed is 0, then 1, 2, 3, and so on. <Actors> <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" /> <Building ActorFlags="" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="700.0" SearchRangeMin="250" SiteTag="" /> <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" /> <Player HideWarnings="" Optional="" /> </Actors> In this case NearActorIdx="0" refers to the Enclave entry, so the defined building will be within a range of 250-700 from the enclave. Edited March 27, 2020 by qmjs Link to comment Share on other sites More sharing options...
pasmon79 Posted March 30, 2020 Author Share Posted March 30, 2020 What about the ActorIdx=-1 in infestation missions? Link to comment Share on other sites More sharing options...
qmjs Posted March 30, 2020 Share Posted March 30, 2020 Typically that is a mission without a specific location specified, as in anything that qualifies, like the finding a new homesite. For the infestaions<Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" /> Essentially, not tied to other restrictions, find or create one within 250 range of the player at the mission initialization. Link to comment Share on other sites More sharing options...
pasmon79 Posted March 31, 2020 Author Share Posted March 31, 2020 What does this line <Enclave_StatAdd DurationCancellable="" EnclaveIndex="3" OutputAmount="1" OutputDuration="" OutputStat="DailyMissionOpCount" PauseWhenOffline="" />implies in relation to code <Actors> <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" /> <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="" /> <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" /> <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" /> <Player HideWarnings="" Optional="" /> <Building ActorFlags="Closest" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="2" Optional="" SearchRangeMax="0" SearchRangeMin="50" SiteTag="" /> </Actors> Link to comment Share on other sites More sharing options...
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