Just some tips and tricks which Tags I used to create a complete Infestation Profile.
(Leaving out While and the If... - but except of the belows, none else was used)
Also please use DDs Questhelper, solid Job he did there.
Entering the Expedition:
GameID: The ID of the Map/Expedition
FindOthers: If you want others to join you in the Expedition
Veteran: Join the Expedition as Veteran or not
Leaving the Expedition:
Move Tags:
Simple move "with help from the Server":
Direct Move:
NoPathfind was important for me in the Expedition, as sometimes the waypoint within the Expedition cannot be guaranteed with the Pathfinding itself.
Then, jumping... containers, pain, ouch:
Interacting with Objects:
RunOnce is also important, in order to not hammer the objectives, if they have already been used.
Others might use the DDCollect from DD:
Click on those contamined shiphand workers...
Public Event Conditions:
EventID: 95 for Infestation for Example
EventObjective: The CURRENT running Objective, like for example the Vents at the beginning. All Events are only triggered after running towards the event!
Conditions you might want to use:
Other important Tags:
Wait for creatures or other things to happen.
Added:
27/12/2015: IsPublicEventObjectiveComplete(int, int)
04/01/2016: Added Code Blocks
(Leaving out While and the If... - but except of the belows, none else was used)
Also please use DDs Questhelper, solid Job he did there.
Entering the Expedition:
Code:
<MatchmakingQueue GameId="1232" FindOthers="false" AsGroup="false" IgnoreIfNotLeader="true" Veteran="True" />
<MatchmakingJoin />
<SkipCutscene/>
<Wait Time="2" />
GameID: The ID of the Map/Expedition
FindOthers: If you want others to join you in the Expedition
Veteran: Join the Expedition as Veteran or not
Leaving the Expedition:
Code:
<MatchmakingLeave />
Move Tags:
Simple move "with help from the Server":
Code:
<MoveTo X="" Y="" Z="" MapId="" Range="" />
Direct Move:
Code:
<MoveTo X="" Y="" Z="" MapId="" Range="" NoPathfind="true" />
NoPathfind was important for me in the Expedition, as sometimes the waypoint within the Expedition cannot be guaranteed with the Pathfinding itself.
Then, jumping... containers, pain, ouch:
Code:
<Jump DoubleJump="true" MapId="" FromX="" FromY="" FromZ="" ToX="" ToY="" ToZ="" />
Interacting with Objects:
Code:
<Interact CreatureId="" CreatureName="" MapId="" X="" Y="" Z="" RunOnce="true" />
RunOnce is also important, in order to not hammer the objectives, if they have already been used.
Others might use the DDCollect from DD:
Code:
<DDCollect Creature="" InteractRange="5" Radius="50" X="" Y="" Z="" MapId="" />
<CastOn Action="T" CastRange="5" Creature="" X="" Y="" Z="" MapId="" />
Click on those contamined shiphand workers...

Public Event Conditions:
Code:
IsPublicEventObjectiveActive(EventID, EventObjective)
IsPublicEventActive(EventID)
IsPublicEventObjectiveComplete(int, int)
EventID: 95 for Infestation for Example
EventObjective: The CURRENT running Objective, like for example the Vents at the beginning. All Events are only triggered after running towards the event!
Conditions you might want to use:
Code:
Condition="IsPublicEventObjectiveActive(xxx, xxx)"
Condition="CanInteract(CreatureID, X, Y, Z, 0)"
Condition="IsPublicEventActive(95)"
Other important Tags:
Code:
<Wait Time="2" />
Wait for creatures or other things to happen.
Added:
27/12/2015: IsPublicEventObjectiveComplete(int, int)
04/01/2016: Added Code Blocks
Last edited: