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  #1  
Old August 25th, 2007, 10:00 PM

lexicat lexicat is offline
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Default MOD Questions: haveitem and REMA

Hey there,

Does haveitem work with passengers? (i.e. ps_mukamb, ps_calamb, ps_esmerelda, etc.)

Does REMA work with these "items?" Is there some other way of getting rid of a passenger?

Thanks!

Lexicat
  #2  
Old August 26th, 2007, 01:11 PM

sgqwonkian sgqwonkian is offline
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Default Re: MOD Questions: haveitem and REMA

I believe with the 1.22 patch REMV and REMA both remove passengers.

Without the patch there's no way to get rid of a passenger.
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  #3  
Old August 26th, 2007, 02:19 PM

lexicat lexicat is offline
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Default Re: MOD Questions: haveitem and REMA

Thank you.

So does haveitem work with passenger items? Is there any way to create a condition that tests for the presence of a particular passenger, or passengers in general?

Cheers,
Lexicat
  #4  
Old August 27th, 2007, 11:44 AM

sgqwonkian sgqwonkian is offline
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Default Re: MOD Questions: haveitem and REMA

The 1.22 patch makes it so that haveitem detects passengers. If you haven't downloaded the patch, there's no way to make it notice passengers.

To make it detect a specific passenger, have the STR0 for your haveitem be the name of the passenger file, such as ps_calamb, for example.

To make it detect passengers in general, you'd need to either do multiple haveitem CONDITIONs, or give all passengers a KEYS in common. Then have the STR0 for your haveitem be the same as that KEYS entry.

If you do go the KEYS route, bare in mind that the game won't randomly generate two items with the same KEYS entry. With the existing passengers, that's no problem, since they don't generate randomly, and are instead made specifically by quests. If, however, you wanted a randomly-occurring non-quest-derived passenger, the KEYS would matter.
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  #5  
Old August 27th, 2007, 12:58 PM

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Default Re: MOD Questions: haveitem and REMA

Thanks Squidg,

So I do have 1.22. But I think something's not quite right with haveitem. The following quest snippet does not work in that it always gives PAGE 1, even when I have the Muktian Ambassador:


ideas?

CONDITION 0
TYPE explore
STR0 0
END CONDITION

CONDITION 1
TYPE haveitem
STR0 ps_mukamb
END CONDITION

PAGE 0
REQ0 0
REQ1 1
ACTN popup endquest break
TITL Greetings
TEXT The locals greet the Muktian Ambasador.
END PAGE

PAGE 1
REQ0 0
ACTN endquest
TITL Nothing
TEXT Nothing much happens.
END PAGE

Lexicat
  #6  
Old August 27th, 2007, 02:23 PM

sgqwonkian sgqwonkian is offline
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Default Re: MOD Questions: haveitem and REMA


Is this an actual copy-paste, or just a paraphrase?
I ask because since PAGE 1 doesn't have a ACTN popup, I don't think it should be displaying anything to tell you it's triggered PAGE 1 instead of PAGE 0. I would think as written, nothing would happen rather than text showing up to tell you "nothing much happens".

If it's not triggering at all, the problem could be any of these:
a) the quest isn't listed in your game.ini file
b) you don't have a STAR block, or there's an error in the STAR block so it's not sure where to trigger
c) since you don't have a DISP 1 line before the ACTN popup line it could be displaying the text to somewhere other than where you're looking/expecting, most likely a planet exploration window behind whatever else is going on at the time.
d) the planet has been previously explored before you got the Ambassador


If it's actually displaying the text "Nothing much happens" and the code in your post is verbatim quote from a quest file, then I'm stumped. Hopefully somebody else will see something I've missed.
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