And also(Standard Storyline) QUEST: Reconnoitre captured Speightstown --The events that suppose to happen is not happening. The exchange of dialogs ain't right. I can't proceed through the story..
First I had this(my conversation with the soldiers seems right but an ERROR showed up):
View attachment 11673
In Beta 2.5 - in the quests_reaction.c file the case is called --- "FRANCE_SOLDIERS_in_oxbay_exit_returned_to_post":
this one I think:
case "Story_FraSoldiers_attack_in_jungles":
LAi_SetCheckMinHP(characterFromID("Ox_Soldier_7"), LAi_GetCharacterHP(characterFromID("Ox_Soldier_7"))-1.0, false, "fight_before_enter_to_oxbay"); // KK
LAi_SetCheckMinHP(characterFromID("Ox_Soldier_8"), LAi_GetCharacterHP(characterFromID("Ox_Soldier_8"))-1.0, false, "fight_before_enter_to_oxbay"); // KK
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.win_condition.l1 = "locator";
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.win_condition.l1.location = "Oxbay_town_exit";
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.win_condition.l1.locator_group = "goto";
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.win_condition.l1.locator = "citizen08";
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.win_condition = "Story_FraSoldiers_attack_in_jungles_2";
break;
case "Story_FraSoldiers_attack_in_jungles_2":
// KK -->
LAi_SetActorType(characterFromID("Ox_Soldier_7"));
LAi_SetActorType(characterFromID("Ox_Soldier_8"));
LAi_ActorFollow(characterFromID("Ox_Soldier_7"), Pchar, "Story_FraSoldiers_attack_in_jungles_3", 10.0);
LAi_ActorFollow(characterFromID("Ox_Soldier_8"), Pchar, "", 10.0);
LAi_NoRebirthEnable(characterFromID("Ox_Soldier_7"));
LAi_NoRebirthEnable(characterFromID("Ox_Soldier_8"));
if (LAi_group_GetPlayerAlarm() == 0)
{
LAi_SetActorType(pchar);
LAi_ActorFollow(pchar, characterFromID("Ox_Soldier_8"), "", 10.0);
}
// <-- KK
break;
case "Story_FraSoldiers_attack_in_jungles_3":
LAi_ActorWaitDialog(pchar, characterFromID("Ox_Soldier_8")); // KK
LAi_ActorDialog(characterFromID("Ox_Soldier_8"), Pchar, "player_back", 1.0, 1.0); // KK
break;
case "fight_before_enter_to_oxbay":
pchar.quest.Story_FraSoldiers_attack_in_jungles_2.over = "yes";
LAi_RemoveCheckMinHP(characterFromID("Ox_Soldier_7")); // KK
LAi_RemoveCheckMinHP(characterFromID("Ox_Soldier_8")); // KK
LAi_group_MoveCharacter(characterFromID("Ox_Soldier_7"), "FRANCE_PATROL"); // KK
LAi_group_MoveCharacter(characterFromID("Ox_Soldier_8"), "FRANCE_PATROL"); // KK
LAi_group_FightGroups("FRANCE_PATROL", LAI_GROUP_PLAYER, true);
break;
case "FRANCE_SOLDIERS_in_oxbay_exit_returned_to_post": <<<<------------
//Îòïðàâëÿåì ñîëäàò íàçàä íà ïîñòû
LAi_ActorGoToLocator(characterFromID("Ox_Soldier_7"), "goto", "citizen09", "Fra_occupant_07_return_to_post", -1); // KK
LAi_ActorGoToLocator(characterFromID("Ox_Soldier_8"), "goto", "citizen010", "Fra_occupant_08_return_to_post", -1); // KK
break;
case "Fra_occupant_07_return_to_post":
LAi_SetGuardianType(characterFromID("Ox_Soldier_7")); // KK
LAi_group_MoveCharacter(characterFromID("Ox_Soldier_7"), "FRANCE_SOLDIERS"); // KK
break;
case "Fra_occupant_08_return_to_post":
LAi_SetGuardianType(characterFromID("Ox_Soldier_8")); // KK
LAi_group_MoveCharacter(characterFromID("Ox_Soldier_8"), "FRANCE_SOLDIERS"); // KK
break;