TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 9 of 9

Thread: How to mark a 'No Knockouts' objective as complete

  1. #1
    New Member
    Registered: Apr 2020

    How to mark a 'No Knockouts' objective as complete

    I've got a 'No Knockouts' objective which I set up by following this thread: https://www.ttlg.com/forums/showthre...t=no+knockouts and it appears to work (at least during in-editor testing) except my final objective is to return to the starting area but because the 'no knockouts' objective doesn't complete, the return to exit objective won't trigger.

    I assumed I'd have to trigger the no knockouts objective as complete via a QuestVar somehow but I'm looking at this Trigger/Trap/QuestVar stuff for the first time so a bit out of my depth. Any advice on how this could be achieved?

  2. #2
    Member
    Registered: May 2017
    Location: USA
    Set up a "reverse" goal telling the player to knockout a Human archetype. Reverse goals are failed if the player accomplishes the specified task (blackjack a human), and are otherwise completed once all other objectives are. They will not prevent a final objective from becoming complete, and should tick off simultaneously.

  3. #3
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Is the "Return to Start" objective set as a Final objective?

  4. #4
    New Member
    Registered: Apr 2020
    Yeah, I've set 'Return to Start' as 'Final'.

    I understand the theory of reversing the no knockout objective on the human archetype but only understand how to set this up with the no kills objective because the option's right there in GoalMaster, but I can't get my head around how to do that with my current setup. Should I be setting up the objective differently? Current setup: I have a Receptron set up on each AI and if anyone gets knocked out it frobs a switch that controls a quest var which sets the no knockout objective as failed.

  5. #5
    Member
    Registered: May 2017
    Location: USA
    So make the goal to flip the switch, and then set the goal as “reverse.”

  6. #6
    New Member
    Registered: Apr 2020
    I tried reversing it but the objective is always set to failed when I'm in the starting room, regardless of whether I've knocked anyone out or not. I tried a slightly different setup based on another thread in the forums (using a QuestVarTrigger with QuestVar '>0rSKnockout' linked to a QuestVarTrap '=3:goal_state_6' (goal 6 is my no knockout objective)) but had the same problem where the objective was automatically set to failed when I returned to start, regardless of whether the goal was reversed. I didn't have this problem in my initial setup, but it still remained incomplete : /

    Any chance of a step by step breakdown so I can be sure I've actually set this up correctly and perhaps figure out where I've gone wrong?

  7. #7
    New Member
    Registered: Apr 2020
    Quote Originally Posted by trefoilknot View Post
    Set up a "reverse" goal telling the player to knockout a Human archetype.
    I tried to set this up in the following way:

    First, I set it up the objective to complete if I knock out an enemy:

    1) I added the receptron to the Human(-14) archetype so it frobs the death switch when I knock out an AI.

    2) The death switch controls the questvartrap which sets the goal to complete.

    3) Then in Goal Master I set the goal to reverse, so knocking out an enemy should fail the objective (in theory?)

    The behavoiur I get is:

    Whenever I'm standing in the starting room the objective is marked as failed.
    Outside of the starting room the objective is marked as incomplete and doesn't change whether I knockout AI or not.

  8. #8
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Quote Originally Posted by Swanley View Post
    2) The death switch controls the questvartrap which sets the goal to complete.
    Reverse goals don't work like that. They are expected to be incomplete when the mission ends (when all required goals are complete). The QuestVarTrap should set the state to 3 (failed).

    Whenever I'm standing in the starting room the objective is marked as failed.
    Outside of the starting room the objective is marked as incomplete and doesn't change whether I knockout AI or not.
    Check your list of quest variables. While you were trying to set this up you might have created one called goal_state_X with a value of 3, but programs like GoalMaster and TOW, or the original way of creating each quest var manually, don't delete any other quest vars. They only create new ones or change existing ones.
    Last edited by R Soul; 13th May 2020 at 14:13.

  9. #9
    New Member
    Registered: Apr 2020
    Praise the sun, it finally works! You were right about the messed up quest data. The states were correct but at some point I got my goal_target_x set to the end room number. I switched it to -14 for the human archetype and it works. Thanks for the help!

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •