Can I have a pda Chapter start on the following conditions. (Alongside ByLevel & WhenRewarded) I have tried a couple but failed. So would like to know if my coding sucks or if I just cant. NearPoi SubjectKilled Opening a specific box( got no idea what the code is for this) Signal activation( not sure of the code for this off the top of my head either) . On a similar note Can we have a full list of pda mission end conditions. I appreciate it may take awhile but it would be AMAZING. I have ideas for missions and coordinates of shipwrecks that you'll only find inside of loot crates or lab tables of buildings you have been asked to destroy, so if your attacks are to smashy smashy then you will never get all the missions/ shipwrecks. So if this cant be done then please make it so! If it can be done please show me o wise Gurus!!
>Can I have a pda Chapter start on the following conditions Well you can have a new chapter start with any condition that the PDA system allows. As long as all tasks are fulfilled the chapter activates (if you set it t do so). You can only get a big pop up at the start of the scenario though. >Opening a specific boxning Not possible. Place a sensor in front of you specific box and report the Sensor Signal back to the PDA >Can we have a full list of pda mission end conditions. Check the "Update 6.0 announcement. The devs have linked their google document in it which shows all conditions. > coordinates of shipwrecks that you'll only find inside of loot crates Not possible. However there's a workaround: Have a signal sensor there. In the next "chapter" of the story you reveal the coordinates to the player as X, Y, Z data.
>so if your attacks are to smashy smashy then you will never get all the missions/ shipwrecks well if they destroy the sensor then the task won't be updated...
So lets say I have a poi called PoliceStation There is a signal called AcceptBounty What would be the code to have an entirely new solo mission that would pop up only when I activate the switch AcceptBounty. But would remain hidden unless I flip the switch. Sorry if im being dense here
Hmm. Not really. There is no real quest system in the game yet. You can have chapters auto show when the player reaches a certain level though. You can't "branch" to new quests. Imagine the current system more like an elaborate tutorial. It's more or less extremely linear.
Gah, explains why I kept breaking my s scenario Hokay so work With me here, I can have more than 1 mission in a playfield? E.g A mission called "bug hunt" and "bring in the harvest"" Both are set to the same playfield and visable from level 1 except that they do not effect each other in any way They both have their own mission tiers E.g lvl 1 pickup 1 durian / kill 1 bug Lvl 2 kill/collect 2 lvl3 kill/collect3 e.t.c In this manner you can complete bug hunt lvl 1 then 2, start harvest level 1 then finish bug hunt, or complete harvest first thentime bug hunt
You can only autoactivate one chapter, however you can unlock several (So it is kinda possible to branch, although you can not have one chapter require several *to be* unlocked)
So I cant have a sprcific chapter require more than one chapter to start it. Now, could i have 2 seperate chapters that use the first chapter as a prerequisite. E.g Chapter 1:Go to a building Chapter 2.aTake the left door Chapter 2,.b take :the right door 2a and 2 b then have different missions to. Follow, E.g 3a kill zivirax 3b press switch As now 3a only needs 2a as a prerequisite chapter, and 3b only needs 2b, you could keep going down differant story arcs due to which door you chose?
I only saw that you can unlock a chapter by: a) reaching a certain level b) planet start c) reward for finishing a chapter Is there another option?
Playerlevel, and when rewarded by another chapter, or bound to a planets gamestart/general gamestart, is the three(four) options, yes. But you can, by rewarded by chapter, have either several chapters unlock one, or have one unlock several, and accomplish a sort of nesting effect that way
Thát, you cannot. In that case, I would recommend making it several actions under the same task, under the same chapter, as this would allow the player to do them side-by-side. But that's the closest you can do currently. Well. You can do it like Chapter 1, unlocks chapter 2a, 2b.. and have them unlock different. But you cannot do an either-or scenario, or un-unlock chapters
Can you be more precise? There are many threads for alpha 6, and after checking many of them (starting from the oldest) I cannot find the link to the google document. I might just have passed over it, but if you could remember where it was exactly I would be forever thankful.