I'm guessing I will have to find a workaround, but I'll ask just in case. What I have is a drone base whose (admin pre-damaged) core is taken out by throwing a switch which sets off an explosive block. If you go and multitool or shoot the core, the PDA checks off the item, so I know the PDA is set up correctly. I also found that an NPC core destroyed by a stray drone shot gets credited by the PDA. Is there maybe a "block removed" or similar that might detect the explosive, or could I attach the condition to the switch or some signal logic? Is there a complete list somewhere of PDA "action complete" triggers? The best I could do was a Find All using "Check:" in the default PDA. Edit: I found "Signal" but cannot get the right syntax to make it happen. I tried copying the Signal's name under the Name: tag and no luck.
Here's the signal as it looks in the CP: Code: - ActionTitle: Drone Base Raid Description: "Proceed to the drone base on the starter planet. Upstairs there is a switch on the wall. Pull this switch to disable the drone base!" Check: Signal Names: - CoreBlast - ExplodeNow AllowManualCompletion: true CompletedMessage: "Boom!" I've tried the syntax variations on them that I found in the default PDA: +CoreBlast and '*CoreBlast'
I highly recommend using eWPDA to set up your PDA, if you want. It makes things so so much easier. But for your signal, you need to put a * in the front of it for it to be recognized by the PDA. So in the POI blueprint, rename the signals to *CoreBlast and *ExplodeNow Then in the PDA, you do not need to use the *, so just check for CoreBlast and ExplodeNow.
That did it, thanks. I'll check out the eWPDA tool. I'm so used to editing via text (or hex) files, including ones not meant to be edited.