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- Nov 2017
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I had the idea to implement things to do after the mainquest is finished. For that I created sectors which are not enabled by default and enable them depending on quest status.
First your sector needs to start like this:
Code:class gCSectorResource { Version = 1; Properties { bool DemoRelevant = True; bool SaveGameRelevant = True; bool NavigationRelevant = True; bool GICompileRelevant = False; enum gESceneQuality MinSceneQuality = gESceneQuality_Low; enum gESceneQuality MaxSceneQuality = gESceneQuality_High; bool EnabledInGame = False; bool StaticScene = False; class bCVector WorldOffset = (vec 0 0 0); } ClassData { } } "ABE_NPCs_Hostile_Cle_Off" { "" { GUID = {eb8b7ae9-455a-42f1-b72a-8056f22c4fc8}; Creator = {00000000-0000-0000-0000-000000000000}; MatrixLocal = (mat 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1); MatrixGlobal = (mat 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1); Extents = (box -1 -1 -1 1 1 1); Center = (vec 0 0 0); Radius = 1.73205078; Range = 50000; Unknown0 = <00 00 00 00 00 00 00 00>; Unknown1 = <0C>; Unknown2 = <1D A4 00 00 00 00>;
Next you look into w_info.hdrdoc and add this at the end:
Code:"DISI_61421" { Timestamp = (time 131430483080000000 "Tue Jun 27 14:45:08 2017"); class gCInfo { Version = 1; Properties { class bCString Name = "DISI_61421"; int MainSortID = 0; unsigned int SortID = 14937; class bCString Owner = "PC_Hero"; class eCEntityStringProxy Partner = ""; bool InfoGiven = False; float LastExecutionTimestamp = -1; class bCString Parent = ""; class gCQuestProxy Quest = ""; enum gEInfoCondType ConditionType = gEInfoCondType_General; enum gEInfoType Type = gEInfoType_Comment; enum gEInfoGameModeType InfoGameModeType = gEInfoGameModeType_Normal; int GoldCost = 0; class eCScriptProxyScript GoldCostScript = ""; class eCTemplateEntityProxy GoldCostItem = {00000000-0000-0000-0000-000000000000}; class bTObjArray<class gCRequiredPerk> RequiredPerks = [ ]; bool DialogPartnerAutoPositioningEnabled = True; bool ClearChildren = False; bool Permanent = False; int CurrentInfoCommandIndex = 0; bool InfoIsRunnig = False; int StartChapter = -1; int EndChapter = -1; int CommentGivenCmdIndex = 0; class eCEntityStringProxy SmalltalkPartner = ""; int SmalltalkGivenCmdIndex = -1; bool SmalltalkRewind = False; float SmalltalkInnerRange = 600; bool SmalltalkInnerRangeTestWithLOS = True; float SmalltalkOuterRange = 1200; class bCString SmalltalkExitRoutineName = ""; class bCString SmalltalkPartnerExitRoutineName = ""; } ClassData { [class gCInfo, Version 1] { InfoCommands { class gCInfoCommandSetSectorStatus { Version = 1; Properties { class bCString SectorName = "ABE_NPCs_Hostile_Cle_Off"; bool SectorEnabled = True; } ClassData { } } } InfoConditions { class gCInfoConditionQuestStatus { Version = 1; Properties { class gCQuestProxy Quest = "player_endgame"; enum gEInfoQuestStatus Status = gEInfoQuestStatus_Running; bool IsCurrentStatus = True; } ClassData { } } } } } } }
Geändert von disi123 (01.12.2017 um 13:57 Uhr)