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August 27th, 2007, 05:36 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: MOD Questions: haveitem and REMA
Well, I'm not using the 1.22 patch (it makes my mac crash... Fingers and Ed are still trying to figure out why), so I might not be able to for reasons other than what you're facing.
Looking at the files from quests in the main game, i see that there are a few TYPE noitem conditions looking for the absence of ps_mukamb etc (ally_muk.ini for example).
So, you could reverse the order your PAGEs, set the new PAGE0 to trigger off TYPE noitem and TYPE explore, and make sure you include ACTN endquest in it. Then, in a later PAGE entry, you set up just a TYPE explore requirement. That should give the same net result, being that they'll only get that second page if they do have the ambassador.
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August 27th, 2007, 05:40 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: MOD Questions: haveitem and REMA
...or, you could alter the quest that gives the Ambassador in the first place. Add to it a line of "SVAR mukamb yes" just above or below "ITEM ps_mukamb".
Then in the quest you're trying to make, set a CONDITION block with
"TYPE uvar
STR0 mukamb
STR1 yes"
So there's a couple different ways to work around it.
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August 27th, 2007, 08:33 PM
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Private
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Join Date: Aug 2007
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Re: MOD Questions: haveitem and REMA
What a swell space alien!
Thank you!
Lexicat
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August 27th, 2007, 10:30 PM
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Private
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Join Date: Aug 2007
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Re: MOD Questions: haveitem and REMA
Ok, so noitem works with passenger items, but haveitem does not seem to.
On a more general note, I wonder if it is possible to add an operator to negate any condition. (or just to insure that every condition function has an inverse function)?
Thanks again, squidge!
Lexicat
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August 28th, 2007, 01:02 AM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: MOD Questions: haveitem and REMA
Lexicat, you can't negate a condition. YOu're just kind of stuck with what's already there.
and yeah, haveitem won't work with passengers. Even worse, it won't work with items you install!
-Jeremy
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August 28th, 2007, 12:14 PM
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Private
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Join Date: Aug 2007
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Re: MOD Questions: haveitem and REMA
Well boo!
But thanks for the feedback, Phlagm. So on further exploration it seems that noitem is likewise insensitive to passengers. I guess going the user variable is the way to go.
Lexicat
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August 29th, 2007, 07:18 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Thanked 13 Times in 10 Posts
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Re: MOD Questions: haveitem and REMA
Weird that noitem ignores passengers.
It's used in ally_muk and ally_zorg in the main game, clearly intending it specifically to detect passengers or the lack thereof.
I guess that's officially a bug then, heh?
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August 30th, 2007, 02:44 AM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: MOD Questions: haveitem and REMA
Hmm....perhaps not. I thought I remembered that being one of the issues, but now that you mention it, I think you're right, and that it will detect passengers after all.
Sorry about that. I still am pretty sure it won't work on installed items. I was intending to make lots of interesting stuff based on having things installed on your ship....like an eel drive that will abandon you to join the space whales, for example.
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