Task Checking conditional logic question.

Discussion in 'Scenarios' started by Ivo Shandor, Dec 13, 2017.

  1. Ivo Shandor

    Ivo Shandor Commander

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    I have been fiddling around with building a scenario and was wondering if I could build a task that would remove a MoneyCard worth 1000 in order to join a guild. (thus unlocking more chapters) I feel I need to do the following.
    1. Check player proximity (this works, I used the NearUnit check)
    2. Check if player has a MoneyCard worth 1000 (inventoryContains on the player does work)
    3. If 1 and 2 are true remove MoneyCard worth 1000. Complete task. (possible rewards MoneyCard -1000?)

    So i can make this work but it behaves oddly.
    1. If the player completes step 1 as soon as they get a money card worth 1000 (step 2) it vanishes, no matter where they might be. (2 separate tasks)
    2. If the player completes step 1 as soon as they get a money card worth 1000 (step 2) it vanishes, no matter where they might be. (1 task 2 checks. I am surprised this works actually) (Ordered in Task, check 1 NearUnit then check 2 InventoryContains.)
    3. If the player completes step 2 and then does step 1 the mission is not completed and cannot be. (1 task with 2 checks ordered in Task, check 1 InventoryContains then check 2 NearUnit.)

    Update:
    I broke this into 3 tasks, check for 1000 money card, then proximity then signal (flip a switch to accept)
     
    #1
    Last edited: Dec 15, 2017
    zaphodikus likes this.
  2. Xango2000

    Xango2000 Captain

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    you could do it with an API mod but I dont know if you could include a mod in a scenario
     
    #2

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