@onionsquid
Could you please update this mod for the 3.210.2 version ?
Thank you
"TargetConditions": [{
"Type": "killmethod",
"KillMethod": "consumed_poison",
"HardCondition": false,
"ObjectiveId": "719e1b07-46ce-43f9-85df-6ebc77410f6f"
},
{
"Type": "disguise",
"RepositoryId": "12f5bdb5-7e71-4f48-9740-13d0211f48c6",
"HardCondition": false,
"ObjectiveId": "7ceb28ae-4524-4214-83a4-71ffde289c33"
}
]
Like the text above, I want to change the "optional disguise" from a specific outfit to a "suit". How should I edit it?
When I updated the game to version 3.50HF, I found that the elusive target "the brothers" could not be entered normally, and the random target in the beta version could not be entered except for the ICA facility and the Dubai. I think this is because some changes have taken place in packagedefinition.txt. When I drag the txt file to the https://notex.app/tools/online/xtea/ webpage, I find that the content is different from the previous version. What do you think? Are you willing to make some updates for this version? For example, framework1.8?
@kercyx @onionsquid I am making some featured contracts. When I used RPKG tools to find the covers of some featured contracts in chunk0patch1 and chunkpatch2, I came up with this idea. I found that many of the required clothing items are SUIT. How can I classify the different starting clothing into the SUIT category? How do I describe the killcondition?
@kercyx I saw it before, and it was shown as "Bodyguard Remaining" in the level, I hope to be able to replace "Bodyguard" with "Target" : "target remaining"
In the contract of The Red Circle Eradication, which is the first contract you made by yourself, I found some problems by checking the json file:
①The image of the target (I can find the image for this, so I have repaired it). I think it is necessary to solve this to reduce the difficulty for players to find the target;
②The first few goals are to pacify and hide the body. The conditions for the target to be pacified are clear, but there is a problem with the condition for hiding the body. You are not designated as the pacified NPC, so a strange scene appears: When I pacified Target, pacify a non-target, hide the body of the non-target, and the misson can also be shown as completed. I think this is the place that needs to be modified the most (I have also fixed it);
Thank you for your work.
Regarding brick and entity, it has always been my blind spot. I will only refer to existing bricks and entities instead of creating them. How did you create them? What tools are you using?
There is another problem: I have never understood the usage of framework modder tools. I use RPKG tools to export temp and tblu files. When I try to drag temp or tblu files into the modder tools script, the script will exit directly, so I can't do further research. I don't understand if there is a problem with my operation. If so, can you tell me the tools I need to use and the correct operation steps?
I have been studying your contract for a long time. You are almost my teacher studying the contract. Thank you very much. I read your contract and followed your instructions. I used the sentence you suggested, but the exit still cannot be displayed normally. When you use the statement you think, does it work properly?
I saw that all the contracts you created used "$eq", so I did the same.
I understand the relationship between these three levels, it is like a continuous task is divided into three parts, each part has its own unique exit. I use quickedit to make a contract. The feature of this tool is that it generates "$and". When I reply, I simplified the task process in order not to take up too much space. I only wrote a goal and forgot to delete the "$and". , I think "$and" or "$eq" is not the main reason, maybe it is a need to customize a certain entity, like 331 Berlin Egg Hunt, I hope you can think about it again. I would like to express my respect for you again.
Since I cannot use Google Cloud Disk, I can only take up a relatively large space to explain the situation. I hope that the moderator will not be angry.
I need to bother you again. The following is the content in the json file. You can copy it and test it. I believe you will find the problem.
When the target is killed, the exit is prompted to evacuate, but the exit is not displayed on the map.
{
"Data": {
"EnableExits": {
"$and": [{
"$eq": ["$5b708b8e-0550-46f7-bb65-8dc180d9bcf5", "Completed"]
}]
},
"EnableSaving": true,
"Objectives": [{
"Id": "5b708b8e-0550-46f7-bb65-8dc180d9bcf5",
"IgnoreIfInactive": true,
"ObjectiveType": "custom",
"Image": "images/contracts/AssRace/AssRaceTarget.jpg",
"BriefingName": "Eliminate Arnold Terman By Snapping His Neck",
"BriefingText": "Eliminate Arnold Terman By Snapping His Neck",
"LongBriefingText": "Eliminate Arnold Terman By Snapping His Neck",
"DisplayAsKillObjective": false,
"HUDTemplate": {
"display": "Eliminate Arnold Terman By Snapping His Neck"
},
"Category": "primary",
"Primary": true,
"Type": "statemachine",
"Definition": {
"Scope": "session",
"Context": {
"Targets": ["8213f8ef-858f-41cc-88ff-a4715ef4ccac"]
},
"States": {
"Start": {
"Kill": [{
"Condition": {
"$and": [{
"$eq": ["$Value.RepositoryId", "8213f8ef-858f-41cc-88ff-a4715ef4ccac"]
}, {
"$eq": ["$Value.KillMethodBroad", "unarmed"]
}]
},
"Transition": "Success"
}, {
"Condition": {
"$eq": ["$Value.RepositoryId", "8213f8ef-858f-41cc-88ff-a4715ef4ccac"]
},
"Transition": "Failure"
}]
}
}
}
}],
"Bricks": [],
"GameChangers": [],
"Entrances": ["88f47eb3-d914-46d9-99aa-6fb848964c7c"],
"GameChangerReferences": [],
"GameDifficulties": [],
"SimulationQualities": [],
"MandatoryLoadout": []
},
"Metadata": {
"Id": "68b38714-a065-11eb-bcbc-0242ac130006",
"IsPublished": true,
"CreationTimestamp": "2015-07-02T15:18:30.1639035+02:00",
"CreatorUserId": "00000000-0000-0000-0000-000000000000",
"Title": "The Satu Mare Delirium-Level 3",
"Description": "",
"TileImage": "",
"CodeName_Hint": "Polarbear Module 002_B",
"ScenePath": "assembly:/_PRO/Scenes/Missions/Edgy/mission_fox/scene_fox_cornflower.entity",
"Location": "LOCATION_EDGY_FOX",
"LastUpdate": "2015-03-11T13:50:08.347Z",
"Type": "featured",
"Release": "1.0.x"
},
"UserData": {}
}
Hello, kercyx. I was trying to restore the upgrade contract of The Satu Mare Delirium, but found some problems. When I completed the task, the exit could not be displayed, which made it impossible for me to evacuate. I checked the planning_contract file (json) of the game. It shows three entrances and three exits. I can specify the entrance to make the starting point correct, but the exit is still not displayed correctly if I specify a specific exit to evacuate. why is this happening?