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Posts
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Joined
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Actually, set your ally difficulty to "single" and the ally will spawn solo w/o baddies guarding him.. Down that several times to effect in "Superhero Downtime"
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It's been pulled... we don't know why... see here for what we know so far...
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We're still trying to find out the reason for the removal of these two maps on this thread. So far, no RedName or other person "in the know" has commented on why these two maps have been removed. Although, given how much time has passed and that no other maps have been mentioned as being gone it appears isolated to just these two.
However, we are also completely speculating as to whether they're gone temporarily or for good. Clarification would be a wonderful thing methinks... -
I was able to get a single in one other instance now that I think about it. I setup a Battle between two custom groups.
Each custom group had a single entity in it, both Boss level.
Group "A" spawned 2 of the single member, group "B" spawned 1 of the single member. Swapping the custom groups to the different positions (group that was in "A" now in "B", etc), the new Group "A" still spawned 2, group "B" still spawned 1.
This was tested on Heroic... no idea if this would happen on higher difficulty settings, or even if it was a one-off thing based on the specific groups I was using. However, the only way I could verify was by setting the battle as a chained objective and ghosting to them as soon as I triggered it, as they still beat the bejeezus out of each other and the single was almost dead when I got there. -
Search on IGOR. It should show with a quickness...
<searches.../>
[IGOR] Got the 100k blues? This may solve them!
See <grin/>
However the last time I tried it (post patch) the arc was un editable in the MA.
YMMV. -
*edit* Here here... this counts at least 10 arcs that I know of (Including AtD below) that are now busted because this map is gone. There are others that used the Burning forest map that are also hosed. So far I only know of those two maps being pulled based on feedback from the thread I started. Don't know if there are more however as there was no mention in patch notes.
Would love to know if the maps were pulled intentionally or by accident, and if in the future a commitment to putting map removals/additions in the patch notes can be expected.
I have to go back and scrutinize the "standard" maps now and try for one with a similar feel, check spawn placments etc.. but after spending 3 weeks on Atd, (and 2 more on SD) I was looking forward to actually playing for awhile instead of doing more authoring. I'm having an attack of OCD however that says "I must fix it NOW!" whenever I log in... and it just disillusions me to think that I may have to go through it all yet again the next time a patch hits. -
Nope, as of yet no listing, in patch notes or anywhere else.
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I had this problem too... couldn't solve it. Had to go back to working around it with an Ally marked as "single" and then go get him before the fight.
No where near the way I wanted it to work, but that's the only thing MA allows at the moment I'm afraid -
Yup, it's gone, and so is the Burning Forest map...
I have a thread on this... Needed: List of maps removed w/ 5/5 patch -
Several of the CoT maps have small lava pools in certain rooms IIRC... you might investigate some of those.
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I asked that very question a few hours ago here
So far the damage appears limited to the Crey Hero Lab and the Forest on Fire maps...
No dev response yet either. -
OK so I got the patch from live today and read the patch notes. All about powers and badges...
So far so good. I then go to check to see if more folks have played my arcs and I see that the local copies of my first one is now unpublishable (it's a direct copy of what I'd initially published). Checking it I see that the map I'd used for the last mish is no longer selected and is missing from the Unique/Tech Labs list (it was Crey Hero Lab).
I checked around in other areas thinking maybe it was moved... to no avail.
Hoping against hope that the "if we make changes they won't affect previously published arcs" <ref?> statement would hold true for this instance, I tried to hit Play. I get the "you're entering Architect mode" dialog, but my contact doesn't display.
It appears that I'm going to have to go pick another map that turns the climax of this arc into a <meh/> feel. The ending battle and its' locale was one of the consistent positive comments I'd gotten on this arc; to lose that map diminishes the whole. I wish when I'd read the patch lists I'd seen a "List of map changes" so at least it wouldn't have felt so much like an "under the radar" change.
Now, it's possible that the map was removed errantly, and if so hopefully it will be back in a later patch. However, now I'm in a black hole.
Does anyone know of any other maps that were removed with this patch, and if so, can you post them here so it's out in the open? -
Anyone see a list of maps that they removed with this patch? I can't seem to find one, but I do see that the map used in the climax of my first arc (Crey Hero Lab) is now missing.
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Use one of:
/petsay_Name [petname] <em [emotename]>
/petsay_pow [petpowername] <em [emotename]>
/petsay_all <em [emotename]> -
What arc were you running?
Most likely you didn't pick an actual challenge arc, but a mish that has several parts to it.
Did you only have to go to your contact once, or did you get several missions from them before you got the End Tally dialog?
They've confirmed there is an issue with showing the challenge settings dialog for multi-part single missions as opposed to several mission story arcs. I think that's what you hit.
Most likely if the arc you ran wasn't on the front of this guide's list, you weren't on a valid story arc, but instead on a multi-part mission. -
[ QUOTE ]
I have a sweet bind on my Tanker that rotates 6 phrases and activates Taunt. Trouble is, I took a 6 month break from the game and cannot remember how I did it. I want to do something similiar for my stalker's AS. Can anyone help a brother out?
[/ QUOTE ]
In case you didn't know about this, you can find out what your binds are for that previous toon by doing:
/bindsavefile <FileName>
The file will get dropped into the Data directory under your CoH directory. just open the file in notepad and look up the one you're interested in.
If you did, then at least someone else trolling the boards that may be curious will have an answer for how to look up old binds they have
Take Care! -
[ QUOTE ]
I think this is *solved* never mind.
And by *solved* I mean I think my entire premise was wrong - that you use numbers 1-2-3-4 regardless of the tray number *as long as it's the Primary tray*.
Duh.
My first Kheld and I'm having some issues.
I want to be able to have 3 trays open (#1 for Human form, #2 for Nova, #3 for Lobster), but still be able to use the keys 1-2-3-4 to fire off my attacks, regardless of what form I'm in.
Right now if I switch to Nova form I have to drag the powers from tray 2 to tray 1 to avoid having to press alt+<number> to activate the power.
If I switch to Lobster form I have to drag the powers from tray 3 to tray 1 to avoid having to press ctrl+<number> to activate the power.
Am I making sense?
I want a bind/binds/macros that will make tray #2 become tray #1 while I'm in Nova form, and tray #3 become tray #1 while I'm in Lobster form.
I know there are binds that switch forms and bring up the appropriate tray - that's not what I need. I need to be able to fire off the powers in tray slots 1-2-3-4 using keys 1-2-3-4, regardless of whether it's an alternate tray or the primary tray.
Dunno if this is even possible.
Thanks for your time!
[/ QUOTE ]
<Wipes out previous reply after RTFMing the last line.../>
Ah...
Given this setup in human form:
Tray 3 <1 2 3 4 5 6 7 8 9 0> <-- Ctrl Tray
Tray 2 <1 2 3 4 5 6 7 8 9 0> <-- Alt Tray
Tray 1 <1 2 3 4 5 6 7 8 9 0> <-- Main tray
you want to have your Squid look like this:
Tray 3 <1 2 3 4 5 6 7 8 9 0> <-- Ctrl Tray
Tray 1 <1 2 3 4 5 6 7 8 9 0> <-- Alt Tray
Tray 2 <1 2 3 4 5 6 7 8 9 0> <-- Main tray
and have your Lobster Look like this:
Tray 2 <1 2 3 4 5 6 7 8 9 0> <-- Ctrl Tray
Tray 1 <1 2 3 4 5 6 7 8 9 0> <-- Alt tray
Tray 3 <1 2 3 4 5 6 7 8 9 0> <-- Main Tray
If that's the case you should be able to do something like:
G "powexec_toggleon bright nova$$goto_tray 2$$goto_tray_alt 1$$goto_tray_alt2 3"
B "powexec_name white dwarf$$goto_tray 3$$goto_tray_alt 1$$goto_tray_alt2 2"
H "powexec_toggleoff bright nova$$powexec_toggleoff white dwarf$$goto_tray 1$$goto_tray_alt 2$$goto_tray_alt2 3"
I haven't tested it and you are still subject to the power activation changes in i13, but this should work for you.
Hope this helps!
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you should be able to do a /bind <key> "targetname Billy$$powexec_name Heal Other"