Wumpus the 19th Posted April 17, 2021 Share Posted April 17, 2021 I am trying to make a quest that adds to the vanilla pool of quests from handlers. Problem is, the game seems insistent on saying my locations don't actually exist. Every time I try to test the quest, it pops up this menu and tells me that the locations and a guard are not actually spawned. My main question is where do I find this menu and, if you can, also tell me where the problem is here Spoiler All the code I have for creating the cast --fellemo. need I say more? :AddCast{ cast_id = "giver", provider = true, no_validation = true, } --the owner of the outpost :AddCast{ cast_id = "priest", condition = function(agent, quest) return agent:GetContentID() == "PRIEST" end, } :AddCastFallback { cast_fn = function(quest, t) table.insert( t, quest:CreateSkinnedAgent( "PRIEST" ) ) end, } --the strong goon who leaves if you bring the spark :AddCast{ cast_id = "luminari", condition = function(agent, quest) return agent:GetContentID() == "LUMINARI" end, } :AddCastFallback { cast_fn = function(quest, t) table.insert( t, quest:CreateSkinnedAgent( "LUMINARI" ) ) end, } --the weak goon who leaves if you leave the spark but still played along/brought the spark. :AddDefCastSpawn("luminitiate", "LUMINITIATE") :AddCast{ cast_id = "guard", condition = function(agent, quest) return agent:GetContentID() == "SPARK_BARON_AUTOMECH" end, } --the outpost QDEF:AddLocationCast{ cast_id = "lumin_camp", cast_fn = function(quest, t) table.insert(t, quest:SpawnTempLocation("MURDER_BAY_HESH_OUTPOST")) end, } --generic factory. :AddLocationCast{ cast_id = "refinery", cast_fn = function(quest, t) table.insert(t, TheGame:GetGameState():GetLocation("GB_AUTOMECH_FACTORY")) end, } Link to comment Share on other sites More sharing options...
RageLeague Posted April 18, 2021 Share Posted April 18, 2021 Have you looked at trace tab? Sometimes you need to set no_validation to true because the game tries to be “helpful”. Link to comment Share on other sites More sharing options...
Wumpus the 19th Posted April 21, 2021 Author Share Posted April 21, 2021 I found the fix, it somehow straightened itself out when I changed my guard. by the way, do you know how to make the debug menu that says whose been casted and such pop up? Link to comment Share on other sites More sharing options...
RageLeague Posted April 21, 2021 Share Posted April 21, 2021 I’m not sure what you mean. Maybe you mean the trace tab, or maybe you mean how to manually make the debug table pop up, in which case use DBG(table) Link to comment Share on other sites More sharing options...
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