devestator
New Member
- Joined
- Feb 9, 2010
- Messages
- 64
- Reaction score
- 0
Maybe someone can help me with this. Trying to make a profile to use in conjunction with tinytask to do ZK turn ins.
I made this profile but it's not acting as one would logically expect.
First problem is that it was ignoring the While condition ActorExistsAt, I was attempting to use this to wait until the other character left the game. But even when the other character is in the game it moves to talking to the quest. (I've confirmed the Actor ID is correct)
So I figured ok, I'll just put a WaitTimer in there to make it wait for a few seconds to give the other character time to leave, still no dice. As soon as it joins the new game, it hauls arse over to talk to the quest turn in.
Doesn't seem like the script is following it's own logic properly, but maybe I'm missing something that someone else can point out to me?
I made this profile but it's not acting as one would logically expect.
Code:
<Profile>
<Name>ZK Turnin</Name>
<GameParams quest="57337" step="33" act="A2" difficulty="Normal" resumeFromSave="False" isPrivate="True" numGames="-1" />
<KillMonsters>False</KillMonsters>
<PickupLoot>False</PickupLoot>
<Order>
<WriteReport />
<While condition="Me">
<If condition="IsActiveQuestStep(33)">
<WaitTimer waitTime="5000"/>
<While condition="ActorExistsAt(4721,309.2601,300.1694,0,1000)">
<!-- Wait for plvler to leave -->
<WaitTimer stepId="33" questId="57337" waitTime="2000"/>
</While>
<TalkTo questId="57337" stepId="33" name="Adria" actorId="3095" skipConversation="True" x="306.8822" y="249.316" z="0.1000038" interactRange="10"/>
</If>
</While>
<LeaveGame reason="Something messed up" />
</Order>
</Profile>
First problem is that it was ignoring the While condition ActorExistsAt, I was attempting to use this to wait until the other character left the game. But even when the other character is in the game it moves to talking to the quest. (I've confirmed the Actor ID is correct)
So I figured ok, I'll just put a WaitTimer in there to make it wait for a few seconds to give the other character time to leave, still no dice. As soon as it joins the new game, it hauls arse over to talk to the quest turn in.
Doesn't seem like the script is following it's own logic properly, but maybe I'm missing something that someone else can point out to me?






