14:37:23 10 October 2019 |
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100RadsBar
100RadsBar - Formerly known as LoboTheMan (Resident)
 On forum: 06/03/2009
Messages: 1710
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---QUOTATION--- LA DC 1.4007 late start playthrough
TM5000
So where were those final Zombies hiding at?
TS
I had already completed that mission once and received it again, hoping to get paid again.
ByteMe mentioned that the mission can be offered again but will not resolve, which is what happened.
I have not looked into the game files in Lost Alpha, but in the SOC files, there is a timer where you set the time limit on the task, and a timer when the task is available again. the last timer should be longer than the time to complete the task.
So if the task must be completed in 5 days, the other timer should be set to 6 or 7 days. I think that is how it is supposed to be.
Here is an example from the task_manager from Priboi Story Overhaul:
time = 259200
idle_time = 950400
Time is the the time to complete, and idle_time is the time before the task is available again.
Looks like the deficiency is in not invoking 'idle_time' in the LA or LADC files.
This is the relevant task_manager entry for the task in query:
[yan_kill_radar_zombies]
type = eliminate_lager
community = actor
condlist = {!is_gulag_population_inactive(yan_zombie_terrain1) +yan_scientist_parts_start}
text = yan_kill_radar_zombies_text
description = yan_kill_radar_zombies_descr
parent = yan_professor
target = yan_zombie_terrain1
reward_reputation = 3
reward_rank = 1
reward_money = 3000
reward_item = medkit_scientic, item_battery, antirad
time = 604800
prior = 1
There's no repeat proviso by the look of it other than the "prior".
At least the reward is increased (I think) ---END QUOTATION---
I haven't looked at the game files in LADC.
So I do not know if the tasks, and recurring tasks are handled differently in LADC.
It could be the condlist that is causing issues, if the condition is matched by the game, it reactivates the task, or that the re-spawn rate of the zombies is causing this issue. Perhaps they re-spawn to quickly, and re-triggers the quest before it is finished.
I am still battling some of the items on the Priboi Story Overhaul version 3.3, so I don't have the time to look into the files in LADC 
Priboi Story Overhaul 2020 Download link:
https://semak.dk/
https://www.moddb.com/mods/priboi-story-overhaul-2020
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=24696&sec_id=17#415548
My System Specs:
HP Z420 Workstation
CPU: Intel Xeon CPU E5/1620 0 (@3.60Ghz.
RAM: 32 GB DDR3 ECC (1600Mhz)
Graphic: R9-580x (8GB)
OS: Windows 10 Professional 64bit
Monitor: AOC Q3279VWF (32" @2560x1440)
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18:28:15 10 October 2019 |
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Byte Me
Senior Resident
On forum: 10/08/2014
Messages: 455
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Task handling
---QUOTATION--- LA DC 1.4007 late start playthrough
TM5000
So where were those final Zombies hiding at?
TS
I had already completed that mission once and received it again, hoping to get paid again.
ByteMe mentioned that the mission can be offered again but will not resolve, which is what happened.
I have not looked into the game files in Lost Alpha, but in the SOC files, there is a timer where you set the time limit on the task, and a timer when the task is available again. the last timer should be longer than the time to complete the task.
So if the task must be completed in 5 days, the other timer should be set to 6 or 7 days. I think that is how it is supposed to be.
Here is an example from the task_manager from Priboi Story Overhaul:
time = 259200
idle_time = 950400
Time is the the time to complete, and idle_time is the time before the task is available again.
Looks like the deficiency is in not invoking 'idle_time' in the LA or LADC files.
This is the relevant task_manager entry for the task in query:
[yan_kill_radar_zombies]
type = eliminate_lager
community = actor
condlist = {!is_gulag_population_inactive(yan_zombie_terrain1) +yan_scientist_parts_start}
text = yan_kill_radar_zombies_text
description = yan_kill_radar_zombies_descr
parent = yan_professor
target = yan_zombie_terrain1
reward_reputation = 3
reward_rank = 1
reward_money = 3000
reward_item = medkit_scientic, item_battery, antirad
time = 604800
prior = 1
There's no repeat proviso by the look of it other than the "prior".
At least the reward is increased (I think)
I haven't looked at the game files in LADC.
So I do not know if the tasks, and recurring tasks are handled differently in LADC.
It could be the condlist that is causing issues, if the condition is matched by the game, it reactivates the task, or that the re-spawn rate of the zombies is causing this issue. Perhaps they re-spawn to quickly, and re-triggers the quest before it is finished.
I am still battling some of the items on the Priboi Story Overhaul version 3.3, so I don't have the time to look into the files in LADC ---END QUOTATION---
@100RadsBar
I was coming back to the forum to answer your earlier post on this subject.
I just had a shufty at "shustry" (sic) in the taskmanager.ltx for LADC 1.4007.
There has been some jiggery-pokery going on.
For my sins, I had to split his missions into two sets for the wiki because he gives THREE main "tasks" and maybe TEN "jobs".
The "jobs" get shoved into taskman.ltx..
For 1.4007 there is NO time factor. So the job never expires.
There IS an "idle_time = 864000" declaration so the missionset gets reissued after 10 days. No crap gets respawned on the board...
Previously this set followed LA type coding and inherited minimal benefits in other areas similar to this from 'out_barkeep' for offing a merc-pack on Darkscape:
reward_money = 6000
reward_reputation = 3
reward_rank = 1
A lot of these have been nerfed or removed for 1.4007. Reason unclear (maybe some bright spark was migrating these elsewhere? Maybe 'rewards' are passé? Who knows?)
Not totally sure where the "tasks" are hiding out in 1.4007. Give me time.
Or a hint.

Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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