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Imp - Flag Collecting Quest

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Imp - Flag Collecting Quest

Post by imp on Thu May 13, 2010 4:59 pm


*****************************************
COLLECT QUEST
*****************************************


-= Flag Collecting Quest =-

/~! Flag spawnpoint (place as much as you want) !~\
Code:
/place lmd_drop 50 targetname,flag,model,flags/r_flag,modelscale,.7,target,flag_iobject,wait,60,velocity,100,

~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·
/~! Flag Lmd_Iobject Keycard !~\
Code:
/place lmd_iobject * targetname,flag_iobject,type,downcount,count,1,max,1,property,flag_reward


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Flag Depo !~\

Code:
/place lmd_propertyterminal 0 property,flag_reward,model,map_objects/imperial/controlpanel,target,flag_credits


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Flag Credits Reward !~\
Code:
/place target_credits * targetname,flag_credits,count,50,random,150,


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Flag Spawner !~\

Code:
/place func_timer * spawnflags,1,target,spawn_flag_r,wait,60


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Flag Random Spawn Targeting !~\

Code:
/place target_random * targetname,spawn_flag,target,flag


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Description !~\


This is a flag's collect quest
You must get the flag(s) to deposit them into the deposit terminal
and get a credits reward


~·~·~·~·~·~·~·~·~·~·~~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·~·

/~! Additional Information !~\

lmd_iobject Can be changed for lmd_flagplayer (medium skilled builders would realise how to edi tit it correctly)
lmd_propertyterminal can be changed for lmd_playercheck being targeted by any other entity to get the reward (this avoids the common bug on the lmd_propertyterminal avoiding the infinite access of some specific accounts)
A simple playerflag system can be added to make every flag avaible to Only to the player with the correct ammount of playerflags (lmd_drop entity must have set playerflags,<ammount> key to make it work)
The lmd_drop entity could be changed for lmd_stashspawnpoint providing more gameplay stash feel-like


NOTE: This guide was totally made by me months ago, the fact of posting it here is that i been asked of how to reduce amount of entities for a collect quest
lmd_drop is the solution :d, any coincidence with any other guide its pure coincidence

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Re: Imp - Flag Collecting Quest

Post by Zkyo on Fri May 14, 2010 10:10 am

Okay, seems like that would work fine, except for one thing. The target_random's targetname is spawn_flag, and the func_timer's target is spawn_flag_r Wink

Fixing this, and posting it in the submitted guides section Very Happy

http://lugorhelp.forumotion.com/submitted-guides-f1/collection-quest-made-by-imp-t68.htm#118

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Re: Imp - Flag Collecting Quest

Post by imp on Fri May 14, 2010 3:24 pm

Typos are everywhere.

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Re: Imp - Flag Collecting Quest

Post by Zkyo on Fri May 14, 2010 8:08 pm

true, but that was the only one that needed fixing for the system to work lol.

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Re: Imp - Flag Collecting Quest

Post by Mr. Swister on Fri Sep 09, 2011 7:49 am

There's a small mistake.
/~! Flag spawnpoint (place as much as you want) !~\
Code:
/place lmd_drop 50 targetname,flag,model,flags/r_flag,modelscale,.7,target,flag_iobject,wait,60,velocity,100,

LMD_drop requires a "time"* key otherwise it will disappear after 30 seconds. Unless you don't wanna do it, use TARGET2 key (what will happen if lmd_drop object disappears)


* time,x, - after passing the X the object will disappear (set -1 for no time limit).

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Re: Imp - Flag Collecting Quest

Post by Sponsored content Today at 12:00 am


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