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Mission Testing


pasmon79

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Find requires an existing infestation within the two SearchRange values.

Spawn creates a new infestation.

 

FindorSpawn looks for an existing infestation, and if there is not one, creates a new infestation.

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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. Edited by pasmon79
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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.

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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.
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It should not.

 

Are you updating all of the infestation missions at once? If one of them can't work, it may be choosing one of the others, so you should either disable them or make the messages something very specific to ensure the right one is running.

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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

Edited by pasmon79
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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.

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BuildingFlagsMask indicates allowed conditions, but not requirements. Anything specified here can allow a mission to appear in those types, but do not limit the mission to those locations. For example: BuildingFlagsMask="Enclosed, Outdoor" would otherwise be impossible to find a location if they were required.

 

BuildingFlagsQuery indicates not allowed conditions. Anything specified here prevents a mission from spawning in that type.

 

In Breakdown, the total list of conditions used are: Outpost, Enclave, Infestation, Enclosed, Outdoor, MissionOp, Entered, Searched

Base game (story) mode also includes Tiny

Lifeline also includes OutOfPlayable, Reserved, but these require tags not found in the other two modes.

 

Other possibilities include the ActorFlags for Buildings used in story mode:
AllowMissionOp, AllowOwned, Closest, Evict

 

You could try using the specific tags found in the markup files, but I do not know if they would work properly:

Abandoned, Any, ArmyDepot, AutoDealership, AutoRepair, Barn, Cabin, CabinAlt, CampSite, Clinic, Copse, Courthouse, DonutShop, Factory, FastFood, Field, FireDepartment, GasStation, GunShop, HomeSite, House, HouseDepleted, HouseMarshall, IndustrialSupply, IndustrialSupply_Tanner, Minimart, MovingCompany, Office, Orchard, PawnShop, Pharmacy, PoliceDepartment, PostOffice, PublicRestroom, PublicRestroom_Tanner, RangerStation, Restaurant, Shed, Shop, Supermarket, TannerTent, Tavern, TrailerPark, Vet, Warehouse, WorkSite

 

However, it may be best to check the story mode missions, as they do specify specific locations often. For example, the mission to search the Vet Clinic:

 

<Actors>
<TagPoint ActorName="RTSPoint_03Supply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
<Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchBully" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
<Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchSmartass" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
<TagPoint ActorName="RTSPoint_03Supply" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
<TagPoint ActorName="RTSPoint_03Supply_Meet" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
<Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
<Player HideWarnings="" Optional="" />
<Building ActorFlags="AllowMissionOp, AllowOwned, Closest, Evict" ActorName="" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />
<TagPoint ActorName="ScenePoint_ChurchHome_Speaker" HideWarnings="" NearActorIdx="-1" Optional="" PickRandom="" SearchRange="10.0" TagPointFlag="" TagPointType="" />
</Actors>

Note that the specified building is NearActorIdx="0", which is <TagPoint ActorName="RTSPoint_03Supply"

 

Those tag points are defined in several places, but are used for many things, including idle animations for characters. In general, mission_mission0.xml is probably the best spot to look for specific places. Missions, scenes, and enclaves include a few that may be useful.

Edited by qmjs
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