Looking for a specific part of a script. -1 reply

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Malinthebeast

Can only get better

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14th August 2008

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#1 10 years ago

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.




Jarvis

Dread pwns me!

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18th July 2006

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#2 10 years ago

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:

Spoiler: Show

-- 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?