Smodd wrote:Nope it doesn't do the trick.
Really? That's curious, since it seems to do the trick for me. Here's what I've done. Hopefully you'll find the difference between that and what you're doing.
First, I added a new objective to function DeathRow_Intro():
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-- Roomon1: Removed unmodified starting code for brevity
-- Build jail door entrance
Game.AdviserSay ( "Ceo", "adviser_deathrow_buildinside1" )
Game.AdviserSay ( "Ceo", "adviser_deathrow_buildinside2" )
Objective.Create ( "DeathRow_BuildOuterDoor" )
Objective.TargetZone ( 19, 47, 20, 47 )
Objective.RequireObjects ( "JailDoorLarge", 1 )
-- Roomon1: Added this line and the next 3
Objective.Create ( "DeathRow_BuildExtraDoor" )
Objective.TargetZone ( 19, 49, 19, 49 )
Objective.RequireObjects ( "JailDoor", 1 )
Trigger.Create ( "DeathRow_BuildInternalWalls" );
Trigger.RequireObjective( "DeathRow_Building" )
Trigger.RequireObjective( "DeathRow_BuildOuterDoor" )
-- Roomon1: Added this line and the following one
Trigger.RequireObjective( "DeathRow_BuildExtraDoor" )
-- Roomon1: Removed unmodified ending code for brevityThose changes ad a zone that needs a Jail Door just below the main building, as shown in this clipped screenshot:

(
http://imgur.com/8sOE0FD).
It also caused the Jail Door button to flash, as shown in this other clipped screenshot:

(
http://imgur.com/mqojCto]).
It also added the door to the objectives listed, though I should note that the objective list did not show reasonable text. Instead, it showed "objective_DeathRow_BuildExtraDoor". I believe that fixing this would require adding a string to the language file, though I have yet to test that. I would expect placing a line like this in the language/base-language.txt file (or the one for your mod) to do the trick:
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objective_deathrow_buildextradoor Build an extra, useless Jail Door