I'm looking for the part of a scrip that controles the reward givin by the "Duty" commander for finishing the mission to flood the tunnels.
I think the file you need is 'dialogs_agroprom.script' (in gamedata\scripts). I can't remember what you get for clearing the tunnels, but here are the contents of that file:
-- Andrey "Bandicoot" Zakoliukin --
-- transfer functions
function transfer_ammo(first_speaker, second_speaker) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_spas12") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x76_zhekan", 3) end
function transfer_items_dolg(first_speaker, second_speaker) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "dolg_outfit") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_abakan_up2") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_5.45x39_fmj", 3) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_addon_grenade_launcher") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_vog-25", 5) end
-- task reward
function agr_additional_quest_5b_reward(first_speaker, second_speaker) task_manager.get_task_manager():immediate_give_reward(first_speaker,second_speaker,"agr_additional_quest_5b") end
function agr_additional_quest_6b_reward(first_speaker, second_speaker) task_manager.get_task_manager():immediate_give_reward(first_speaker,second_speaker,"agr_additional_quest_6b") end
function agr_additional_quest_7b_reward(first_speaker, second_speaker) task_manager.get_task_manager():immediate_give_reward(first_speaker,second_speaker,"agr_additional_quest_7b") end
-- transfer mechanic pda
function transfer_mechanic_pda(first_speaker, second_speaker) dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "agr_mechanic_pda") end
function actor_has_mechanic_pda(first_speaker, second_speaker) return first_speaker:object("agr_mechanic_pda") ~= nil end
function actor_hasnt_mechanic_pda(first_speaker, second_speaker) return not actor_has_mechanic_pda(first_speaker, second_speaker) end
-- transfer secret trader pda
function transfer_secret_trader_pda(first_speaker, second_speaker) dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "agr_pda_for_secret_trader") end
function actor_has_secret_trader_pda(first_speaker, second_speaker) return first_speaker:object("agr_pda_for_secret_trader") ~= nil end
function actor_hasnt_secret_trader_pda(first_speaker, second_speaker) return not actor_has_mechanic_pda(first_speaker, second_speaker) end
-- transfer map animals
function transfer_map_animals(first_speaker, second_speaker) dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "agr_map_animals") end
function actor_has_map_animals(first_speaker, second_speaker) return first_speaker:object("agr_map_animals") ~= nil end
function actor_hasnt_map_animals(first_speaker, second_speaker) return not actor_has_map_animals(first_speaker, second_speaker) end
function is_smart_captured_by_bandits_1() return xr_conditions.smart_captured_by_faction(nil,nil,{"agr_smart_terrain_6_4","bandit"}) end
function is_smart_not_captured_by_bandits_1() return not xr_conditions.smart_captured_by_faction_1(nil,nil,{"agr_smart_terrain_6_4","bandit"}) end
function is_smart_captured_by_bandits_2() return xr_conditions.smart_captured_by_faction(nil,nil,{"agr_smart_terrain_2_3","bandit"}) end
function is_smart_not_captured_by_bandits_2() return not xr_conditions.smart_captured_by_faction_1(nil,nil,{"agr_smart_terrain_2_3","bandit"}) end
function is_smart_captured_by_monster() return xr_conditions.smart_captured_by_faction(nil,nil,{"agr_smart_terrain_4_2","bandit"}) end
function is_smart_not_captured_by_monster() return not xr_conditions.smart_captured_by_monster(nil,nil,{"agr_smart_terrain_4_2","bandit"}) end
Are the bits in bold what you get for clearing the tunnels, and the underlined bits what you get for joining Duty?