Gameplay Button And Lever Objective Help

Discussion in 'PC Editor Discussion' started by josh_the_tech, Oct 21, 2023.

  1. josh_the_tech

    josh_the_tech Active Member

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    UPDATE: Worked it out by making a child of the Blueprint from a scenario DTG made. I needed to re-configure the success condition. So the tip is, if you're not sure on how to set up the Objective Action and you know it's already been done in a scenario, make a child of that scenario's BP and dig into it.

    Original post below

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    Hi everyone,

    I've been trying to set up objectives on my Class 166 in the drivers cab to set the Master Key to Unlocked (On) and Reverser to Forward (Notch 1 after Off). I've got the VHID working correctly and I've even checked the required Input/Output through creating a Child BP of the RVM and inspecting the Button/Lever BPs within. I also confirmed the Input/Output through the ts2.dbg.ShowObjectiveUI console command and they are correct.

    I've tried multiple setups but nothing has worked yet. I've added screenshots of the current setup.

    The Master Key is a button with Output = 1 for Unlocked and Lever is notched with Forward being output of 0 (Off = -1, Forward = 0, Neutral = 1, Reverse = 2)


    Any help would be much appreciated.

    Thanks!

    Josh
     
    Last edited: Oct 22, 2023
    • Helpful Helpful x 1
  2. bassv#9864

    bassv#9864 Member

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    Your tip of making a child of the blueprint from an existing scenario is a real gamechanger and helps me a lot with creating my own scenarios. Thank you!
     
  3. josh_the_tech

    josh_the_tech Active Member

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    No problem. Sadly we all have to. Be sure to save the child blueprints in your plugin too
     
  4. ScottN

    ScottN Active Member

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    Do the objectives that are made in the scenario manager blueprint work in a cooked scenario as I tried with a cooked scenario and it didn’t show custom objectives from the scenario manager blueprint
     
  5. josh_the_tech

    josh_the_tech Active Member

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    If something is already cooked you won’t be able to access objectives within it as you can with uncooked (source) content.

    If you’ve cooked it and set it up properly (including storing the child Objective Blueprints in your plugin folder so they get cooked too), then they should work.

    You should be making your scenario objectives in a blueprint you make based on the ScenarioManager parent. Then in your Scenario Definition you need to reference your blueprint file and tick the box to generate objectives from timetable (or something like that. It’s right underneath where you reference your scenario blueprint)
     
  6. bassv#9864

    bassv#9864 Member

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    Another question about this: is it possible to make an AI train press a button or pull a lever?
    For example: I'm working on a scenario where I want an arriving AI train lower its pantograph after stopping. I know how to set this up in the scenario manager for a player service, but I wonder how to set this up for a non-player (ai) service. Would also be nice to have an ai-train blow it's horn etc.
     

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