_inj_ task:
injured _barb_
pick one of _ene1_ _ene2_
_ene1_ task:
say 1023
_ene2_ task:
say 1024
create foe _enemy_ every 1 minutes 1 times with 100% success
I've tried doing this half a dozen ways, and they all fail. The rest of the quest works perfectly until this point. Is this something that can be worked out in the future, or just a limitation I'm unaware of?
"injured -> say ####" does work on the three other nearly identical quests I made, so I know it is implemented in Vengeance.
It seems hide NPC is working better than I thought. I was using it on NPCs generated within the Fighters Guild when it failed, but in other buildings they appear to hide properly. Probably just an issue with rapidly making them appear and disappear during the same instance.
Further testing shows me that attempting "hide npc" and "place foe" at the same time only places the foe. Looks like it still has a problem.
Farewell DFU community! My time here has been a joy.
Thanks Jay. I can confirm there are some limitations with "hide npc". I'm working on an improved setup for permanent NPCs, and will look at the "place foe"/"hide npc" combo as well. Not sure why these would have a conflict right now.
The "start quest" quest action currently supports the main questline, S000###. Are there any future plans to expand it into starting all types of quests?
Farewell DFU community! My time here has been a joy.