qmjs Posted May 13, 2020 Share Posted May 13, 2020 (edited) Entered means a building the character has been inside, whether anything was searched or not. I don't see any mission building specification with AllowOwned related to an infestation or an outpost. However, AllowOwned simply allows the building to be an owned building, it is not required. Edited May 13, 2020 by qmjs Link to comment Share on other sites More sharing options...
pasmon79 Posted May 13, 2020 Author Share Posted May 13, 2020 (edited) 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. Edited May 13, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
pasmon79 Posted May 13, 2020 Author Share Posted May 13, 2020 (edited) Oops, messaging from mobile. Edited May 13, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted May 13, 2020 Share Posted May 13, 2020 Ok, you need to specify what you are looking at. In a thread called 'Mission Testing', it is assumed you are talking about missions. The fatecards are simply there to determine if the player knows of the infestations nearby before issuing the warning and danger effects. If the player does not, 1-3 will be revealed. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 18, 2021 Author Share Posted April 18, 2021 (edited) How does Lifeline siege manages to kill soldier off-screen when not reached near home base in time even when there are no Zombies present off screen and no "Actor_Kill" command to simulate death? Edited April 18, 2021 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 18, 2021 Share Posted April 18, 2021 It is handled by the simulation, not directly modifiable. The most you can do for that is to check the rtsdata values for SimDefKillChance and SimVIPKillChance Link to comment Share on other sites More sharing options...
pasmon79 Posted April 18, 2021 Author Share Posted April 18, 2021 Well I was just curious and am not interested in its modification. Thanks. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 19, 2021 Author Share Posted April 19, 2021 Is the mission abort time in Lifeline siege mission is hard-coded as well(the time it needed to reach the mission site before mission expires) as the abort time in "breakdown" is fairly low and does not seem to be determined by any parameter? Link to comment Share on other sites More sharing options...
qmjs Posted April 19, 2021 Share Posted April 19, 2021 All three variants are 1800 seconds, 30 minutes, standard OpportunityTimeout value in mission header. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 19, 2021 Author Share Posted April 19, 2021 (edited) Well I was referring to the timer related to warning message"Return To Mission Area" . I was testing the mission "encsiege" in "breakdown"(YOSE) with different activation conditions. I discovered that when set the activation condition to "EnterArea" and even after deleting the "npc questions statement", one of the "npc related to mission enclave" is inactive and always set to follow me instead of barricading the windows and when i left for home, attempts to follow me but avoid sitting in vehicle. On restarting the save game, everything is back to normal. I wonder why? Edited April 19, 2021 by pasmon79 Link to comment Share on other sites More sharing options...
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