Note: the new Group addition forced a complete new logic for eWPDA. PDA.yaml keys must be unique! But unique yaml keys normally ruin all your other text, once you change something. So normally each yaml key is a different CSV key... I had to implement a quick and dirty way of handling that mess. Good luck! 10.12.2020 | v1.19.0 Added new Group Yaml Key Input Functionality. Make sure to read the documentation about it or you will screw things up! And good luck understanding my documentation... Fixed Group yaml key was shown in left Tree instead of CSV key You have to press F5 (reload the page) every time a patch comes out to apply the changes.
11.12.2020 | v1.19.5 Couple of style changes to streamline hover states and focus on call to action buttons You have to press F5 (reload the page) every time a patch comes out to apply the changes.
12.12.2020 | v1.20.0 Added new Playfield GameOps AI true / false. Let you turn on / off the AI. Might be helpful in combination with Dialogues. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
SpawnEnemy doesn't seem to work. I've been trying to get it to spawn zirax troops but nothing ever spawns. There's no errors, it just doesn't do anything. SpawnDrone works fine, it's just the SpawnEnemy that doesn't.
It does work... even though the guy got spawned on the terrain instead of inside my POI ... Your console should also give you some feedback. What Entity you tried?
Not for me. I have a spawn set up to spawn 2 ZiraxSniper and 1 TalonRenegade as part of a mission via OnCompletePlayfieldOps. Range is 50 meters, while the player is standing on the bottom level of the Talon Monument. Nothing happens and there's no error or spawn message in the console. I even checked the bedrock to make sure the game isn't dumping him down there.
I've made changes since my previous issue. OnCompletePlayfieldOps doesn't seem to be able to spawn enemies, it just does nothing. So i'm using OnActivatePlayfieldOps which does work but suffers from a very annoying and easily repeatable problem: Enemies spawned this way have a 50/50 chance of being dropped through the terrain onto the bedrock layer. Check out Reforged Galaxy's Story Mission: A Forest of Stars > Trial by Fire for the problem. So far, not a single person has ever had all 3 enemies spawn on the ground. On average, one will spawn on the ground and the other 2 drop into oblivion.
09.03.2021 | v1.21.0 Added new setting / feature to allow to change the export prefix. This makes it much more convenient to work on / with different Scenario files. NOTE: works only for new created PDA keys / Strings. You have to manually replace older keys. Changed export key length from 5 to 7. That means you have 3.142.742.836.021 combinations now and to hit the same key a second time is... quite low (was low before too but 7 is always the solution ) You have to press F5 (reload the page) every time a patch comes out to apply the changes.
14.04.2021 | v1.21.1 Fixed DeviceUnlockMulti had no Code input field You have to press F5 (reload the page) every time a patch comes out to apply the changes.
20.04.2021 | v1.22.0 Added new Feature UIOps! It allows you to toggle UI HUD components on or off. For example the Minimap. Added some docu to some stuff. Fixed PlayerOps > Boost Feature. It actually never worked and it seems nobody used it anyways. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
This is an excellent tool! Thanks a lot. Is it possible to deactivate a PDA chapter using a dialogue?
Not that I know of. You can activate a different chapter but I don't think there's a way to disable it from automatically activating the original chapter when the new one is completed.
I don't understand what you are looking for : do you mean to deactivate an ongoing chapter the player is actually trying to complete ?
Precisely. I'm trying to make a dialogue so the player is able to cancel an ongoing mission. Is it possible using eWPDA or by hand in the PDA.yaml file?
I see. Thanks for the information. That would be a useful option to have if you fail a mission by choosing the wrong dialogue option or allowing the player to disable it. So right now the only way is to have the player manually deactivate the chapter inside the PDA screen.
In fact the problem is that the dialog could cause such a situation where the player has no choice but to deactivate manually because the dialog and chapters were not made consequently. Chapters can be activated by checks, so the "branching" dialog decision can simply lead to X or Y chapter being rewarded, and the messages displayed to the player can simply be "you failed X" while in fact X was not even active yet : it's just not available anymore (or maybe, depends on setup). We can use chapters/ tasks and checks as we want, even if no message is shown to the player for the most part. Dialog option 1 could complete optional task 1, or dialog option 2 could complete optional task 2, and these send different signals to determine what happens next (chapter, rewards, etc). If we make a quest sequence which has dialogs somewhere along the way that can cause another chapter to be triggered, it should not come as a surprise : "quest failures" are usually planned, not "accidental". Maybe you could give us an example where a dialog could lead to a situation where the player has to manually "cancel" a quest ? .