In Beta 3 1st-Oct version
If when Edgar releases me from the prison - I kill him.
I get the error message log :- ERROR - Quest name kill_edgar_attwood_in_prison_complete NOT found in ANY function
On the screen
It does not appear to affect anything and the soldiers still attack me and Silehard still appears and talks to me and the story continues OK.
It appears to come from this line in the quests_reaction.c :
There is also this case in Edgar Attwood_dialog.c
which I am not sure if it has anything to do with it?

If when Edgar releases me from the prison - I kill him.
I get the error message log :- ERROR - Quest name kill_edgar_attwood_in_prison_complete NOT found in ANY function
On the screen
It does not appear to affect anything and the soldiers still attack me and Silehard still appears and talks to me and the story continues OK.
It appears to come from this line in the quests_reaction.c :
Code:
//Ýäãàð ïîäõîäèò ê áëåéçó
case "Edgar_to_Blaze_complete":
locx = stf(loadedLocation.locators.camera.camera13.x);
locy = stf(loadedLocation.locators.camera.camera13.y);
locz = stf(loadedLocation.locators.camera.camera13.z);
locCameraToPos(locx, locy, locz, false);
pchar.quest.main_line = "prison";
LAi_ActorDialogNow(characterFromID("Edgar Attwood"), pchar, "", -1);
pchar.quest.edgar_life = "live";
pchar.quest.kill_edgar_attwood_in_prison.win_condition.l1 = "NPC_Death";
pchar.quest.kill_edgar_attwood_in_prison.win_condition.l1.character = "Edgar Attwood";
pchar.quest.kill_edgar_attwood_in_prison.win_condition = "kill_edgar_attwood_in_prison_complete"; <<------- THIS LINE
pchar.quest.to_locator_where_soldiers_in_prison_see_you.win_condition.l1 = "locator";
pchar.quest.to_locator_where_soldiers_in_prison_see_you.win_condition.l1.location = "Redmond_prison";
pchar.quest.to_locator_where_soldiers_in_prison_see_you.win_condition.l1.locator_group = "merchant";
pchar.quest.to_locator_where_soldiers_in_prison_see_you.win_condition.l1.locator = "reload13";
pchar.quest.to_locator_where_soldiers_in_prison_see_you.win_condition = "to_locator_where_soldiers_in_prison_see_you_complete";
break;
There is also this case in Edgar Attwood_dialog.c
which I am not sure if it has anything to do with it?

Code:
case "fight_in_prison":
AddDialogExitQuest("kill_edgard_in_prison_complete");
//pchar.quest.kill_edgar_in_prison.win_conddition = "kill_edgard_in_prison_complete";
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
break;
