Right now, I have been able to put the character in the map, but when I interact with the character it would sell me the Barney’s car.
I created a rewards.mkf file in “AdditionalFiles\scripts\missions” that says:
//BindReward( <name>, <filename>, <reward type>, "forsale", <level>, <coin cost>, <seller> ); BindReward( "mycar", "art\cars\mycar.p3d", "car", "forsale", 1, 5, "flanders" ); //Ned //SetCarAttributes(<top speed>, <acceleration>, <toughness>, <handling>); SetCarAttributes( "mycar", 3, 2, 3, 3 );
I also created a leveli.mkf file in “AdditionalFiles\scripts\missions\level01” that says:
//ADDING VEHICLE PURCHASE POINTS AddPurchaseCarReward( "flanders", "ned", "npd", "ned_loc", 1.3, "ned_car" ); AddPurchaseCarNPCWaypoint("ned", "ned_walk1");
And I also created a CustomShopSupport.xml file. I don’t know if this is necessary, but it lets me disable Barney’s dialogue so it doesn’t play when I talk to Flanders. The problem is that it also disables the dialogue when I interact with Barney.
<CustomShopSupport> <CarShop Level="1" Conversation="" Character="reward_ned"/> </CustomShopSupport>