qmjs Posted April 1, 2020 Share Posted April 1, 2020 0, 1, 2, 3,,, <Enclave ActorFlags="MissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" /> That enclave has had a mission assigned today, adds 1 to DailyMissionOpCount for the enclave. They have a maximum number of missions they can give per day. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 2, 2020 Author Share Posted April 2, 2020 What does EnclaveIndex="3" signify? Link to comment Share on other sites More sharing options...
qmjs Posted April 3, 2020 Share Posted April 3, 2020 All of the Index or IDX values in a mission refer to the Actors list. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 3, 2020 Author Share Posted April 3, 2020 I was in breakdown level and rejected joining proposal of an enclave. I have following queries. Does that enclave belongs to Sandbox_Generic(Join)?I added an action to this "Enclave in Joined state" that is supposed to popup some banner on next-day, but that banner does not appear on any day at all? What am i doing wrong? Link to comment Share on other sites More sharing options...
qmjs Posted April 3, 2020 Share Posted April 3, 2020 The easiest way to determine what enclave type it is to search enclaves for the name. it is likely that they are "Sandbox_Generic", but there are other possibilities. There are two possible missions, join or break up. If other actions cause trust to drop below 100, they disband. Otherwise they will ask again the next day. Otherwise, it is impossible to know what is wrong from that little information. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 7, 2020 Author Share Posted April 7, 2020 I understand how the "objective buckets" of all missions help me escort the home personnel involved in some missions back, but could not figure out the part that releases them at the front gate and sends them running automatically to end the mission. Link to comment Share on other sites More sharing options...
qmjs Posted April 7, 2020 Share Posted April 7, 2020 You're going to have to compare them carefully, and read the entire entry for the missions. ObjectiveBucket Label="LeadHome" FinalStretchDist="30.0" TimedEvent Timer="180" Link to comment Share on other sites More sharing options...
pasmon79 Posted April 11, 2020 Author Share Posted April 11, 2020 (edited) Here is a piece of code from encRescue. <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave=""> <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, Trait.Meta.Missing, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" /> </Character>In the first line "Character" has been used similar to "<Action" command enclosing a secondary Character command. Kindly guide me on this unique usage of "Character". Edited April 11, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 11, 2020 Share Posted April 11, 2020 It works as an OR statement. If there are two characters that meet the requirements (ActorTraits do not have to be the same) it chooses one of the two. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 27, 2020 Author Share Posted April 27, 2020 Will OptTImeout still run when a mission is aborted? Link to comment Share on other sites More sharing options...
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