This is going to be less a tutorial than an explanation of the Basic Mission Goals. Advance mission goals will each have their own tutorial in the 2-series.
Basic mission goals overview
There are four basic mission goals, most of which will seem very familiar from multiple missions in the City Of franchise. We'll go over each in detail shortly, but they are Fight a Boss, Collect an Object, Defeat All Enemies, and Free a Captive.
Each mission can have multiple goals, depending on the mission map selected. We will not be using our tutorial mission for this. Go ahead and select "Create a mission," and select an enemy group.
Map Type- select the first one, Arachnos Set. Map Length - select Medium. Map- select Arachnos Set - 1
Look on the right hand side of the mission editor window. You should see a map. (If not, click on the + next to Choose Mission Settings. Under Description, you should see Mission Map Details. This will tell you how many details, ambushes, bosses, rescues and such are allowed on the map. Some, typically the small or tiny maps, are very limited. Others will allow you to put in quite a lot. If what you want to use (say, two Collect an Object types, such as crates and body bags) won't fit or isn't listed on the map, you will need to either revise what you want to do, or select another map. Each map is different, even in the same "size" - if one Medium map won't work, look through the others.
Adding and Removing objectives
Adding objectives are easy. Pick one of the basic mission goals, and click. The appropriate section will appear and you can fill in the details which we'll go over below.
Clicking on the title of the section (say, "Boss:Bob" from our last tutorial) will "roll up" that section, hiding the text and other settings to help clean up the window.
The left hand side of the objective title bar will have an icon (for example, a skull for "Defeat a boss") in a circle. It may also have a star next to it - objectives with stars are ones you have set for "Required for mission completion" in optional settings.
Last but not least, the right side of the objective "title bar" ("Boss: Bob") will have a small red tab with an X on it - if you click on this, it will delete the objective.
Each section will have its own post below. (Please note, during open beta, this is a work in progress. Sections will come as they're finished up. Once it hits live, this will be republished as a whole.)
[/ QUOTE ]
Fight a Boss
Required Settings
<ul type="square">[*]Boss Name[*]Boss Enemy Group[*]Character (appears after standard enemy group chosen.)[/list]
These are pretty straightforward.
Boss Name is just that - the name you want for the boss. "Bob" or "The Evil Lord Darkety Dark" will work, as long as it's (a) not copyrighted or offensive (the censor will catch it,) and (b) under 75 characters.
Boss Enemy Group (or Custom Group under Custom) again should be self explanatory. For either Standard or Custom groups, you will have a drop down list of available groups to choose from, as well as the level ranges they occupy.
Character appears after selecting a standard group. It is, again, a drop down list - but here's where you have to start paying attention. The names will be color coded by what is available. If it's orange, it's not available in the level range of the mission. Some are available from 1-54. But if I had an arc which was set in the level 30+ range, for instance, I couldn't use a 5th Column Nebel Oberst - as it only exists in the range of levels 1-4.
Custom Character Name only appears for Custom Groups. Custom characters can appear from levels 1-54, so there's no level range to worry about with them.
[b]Custom groups also give you the Create Character and Edit Character buttons at this point, should you want to edit or create a character and group for your arc. These are, obviously, not available with standard groups.[b]
Optional sections
There are three optional sections with a host of options in them. While you can ignore them, and may want to if just testing, you'll probably want to fill in at least some of them in your own mission. The optional sections are:
<ul type="square">[*]Boss Settings[*]Boss Text[*]Boss Defeated Clue[/list]
Each of these, of course, have their own subsections. (Thus the reason this post is so long.)
Boss Settings
These control when the boss is created, some of what's around him and his behaviour.
Important - Required for Mission Completion
This radio button shows up immediately below "Boss Settings." If you don't want the boss fight to be a "Must finish" item, uncheck it.
There's a long list of items you can select here.
This mission goal is created when...
Default: None
This allows you to select an event which will spawn the boss. Set to "None," the boss will spawn normally. But if you have, say, a hostage to rescue or collection to complete, you can set that (once you have it) as the trigger for the boss to spawn.
Quantity
Default: 1
... do I really need to explain "Quantity?" Note that all bosses will be carbon copies of each other, so this is really best for generic bosses. It will copy *everything,* including dialog.
Alignment
Default: Enemy
Get used to this setting. You'll see it a lot. You have three choices here, Enemy, Ally, and Rogue. An Enemy is with his own group, and will fight you. An Ally will fight other spawns it runs across. And Rogue will fight everyone.
Boss placement
Default: Back
Options: Any, Front, Middle, Back
This determines the general location a boss will spawn. Any will spawn it anywhere, No, you cannot select a specific room. Note that on outdoor maps, there's no real "front, middle, or back" even if you select it - the boss, and anything else with a placement, could spawn anywhere.
Enemy group difficulty
Default: Easy
This has no effect on the boss itself, but will affect the enemy group around him. Easy, expect minions. As you go up, it'll select lieutenants or bosses to surround the main boss with. Use with care.
Enemy Group
This section deals with what surrounds the boss, and what the boss does to interact.
Surrounding Enemy Group
Default: Same as boss
Selecting "Standard" or "Custom" makes no difference here in anything but the choices you'll have. This selects the group guarding the boss - if you want, say, a 5th Column boss surrounded by Devouring Earth in a map otherwise filled with Tsoo, this is where you do it.
Boss Starting Animation
Default: "Default"
This is a dropdown list with multiple animations. If you want the boss cowering, captured - any of the list of emotes, set it here.
Enemy Group Starting Animation
Default: Default
This is the same as "Boss starting animation," but for the surrounding mob.
Make the boss run away when hit points drop below...
Default: Boss does not run away (for health reasons)
Options: Full health, 75%, 50%, 25%, 10%, Boss Does not Run Away.
Want your boss to chicken out if he gets hurt? Set it here.
Make the Boss run when Ally count drops to...
Want him to run if he's down to one guy? Set that here. Pay attention to the help topic - don't assume there's going to be a big group around him. "Ally count" means the mobs around the boss, not in the entire mission.
Defeat Condition
Default: Entire Encounter Needed to complete
Options: Entire Encounter, Only Boss Needed to Complete
If you don't want a "Defeat all," just "Kill the boss in the last room," this is where you set it.
Boss Text
Lots of options here, but honestly straightforward.
Boss Description
Default: (Imported from mob definition.)
This is the boss's "bio." You can leave it as is, or type in a new one for either standard or custom characters.
Navigation Text (Plural) or (Singular)
This is what shows up in the nav bar as your objective. Choose singular if you only have one boss, multiple if you have more than one. One trick you can use here, by the way - if you have multiple *single* objectives (Defeat the Consortium, made up of 5 unique bosses,) use the same name in Navigation Text (Plural.)
Boss Defeated Text
This shows up in your chat ox when you defeat a boss. For example, "You have defeated BadDude and retrieved the Doohickey. See what your contact has to say." 300 character limit.
Boss Unaware Dialog
When you first see the boss but he hasn't aggroed - for example, the popular "Man, I can't wait for my break" from Mayhem missions, before you're seen.
Boss Attack Dialog
"Oh, no, it's you!" This is what the boss says when he's aggroed. You can use dollar-sign variables (Oh, no, it's $name! Get $himher!) here, as in many other fields.
Player deals damage to boss dialog
What the boss will say when you first hit them. "What was that supposed to be, a punch?"
Boss at X health
Levels: 3/4, 1/2. 1/4, Defeated
Bits of dialog to taunt the player ("Ah, it's only a flesh wound!") as you go on ("You're better than I thought!" "I might be in trouble..." "This is going to raise my insurance premium.")
Boss defeated Player dialog
What the boss says if you die. "Ha, what a wimp, I hardly broke a sweat!"
Boss Defeated Clue
Finally, a nice, short one.
If you want your boss to drop or say something as a clue, this will show up in the "Clues" window. Name and Description are the only fields. Name - think of it as a title. "A strange relic." Description is the body of the clue. "This piece of metal feels hot to the touch, and smells vaguely of cheese."
Collect an Object
This is where you set up a glowie, or group of glowies, to be found. If you want multiple groups of glowies (say, decoys and one real crate,) you will have to set up multiple collections. There's a trick to get around that in the Text section, though.
Required Collection name: This is a unique identifier for the collection. It cannot be the same as any other collection. This WILL appear when someone clicks on the collection.
Collection Type:
Options: Floor, Wall
This simply splits up the long list of possible glowies by if they're attached to a wall or not. Body bags and crates, for instance, would be "Floor" objects, where computers, computer desks and such would be "Wall" objects.
Collection Object
This is the dropdown list that appears when you select Floor or Wall. If it doesn't appear in one list, check in the other. A picture of the object will show up on the right hand side.
Optional settings
There are three sections to the optional collection settings:
<ul type="square">[*]Settings[*]Text[*]Collection Complete Clue[/list]
I won't touch on Collection Complete Clue, as it's the same as the Boss Clue.
Settings
There are five settings here: Required for Mission Complete
Default: On
Just like the boss. If finishing this collection (clicking all glowies) will complete the mission, set this, otherwise turn it off.
Quantity
Default: 1
Simple enough - how many glowies?
Placement
Default: Any
Choices: Front, Middle, Back, Any
Again - where do you want them showing up? For a larger collection of glowies, "Any" should scatter them around the map. Note again that outdoor maps do not have a front/middle/back.
Interact Time
Default: 4 seconds
This controls how long in seconds you must work with the glowie, without being interrupted (moving, being attacked, etc.) If you want a long "search" on a computer, for instance, set this higher. A quick click? 1 second.
Don't set it for too long, or it can get annoying.
Remove object on complete
Default: Do not Remove On Complete
Options: Remove on Complete, Do not remove on complete
Simple - do you want it to disappear or not? Think about if it makes sense for the object to vanish or not - an urn, perhaps. A desk, probably not.
Text
This is the text related to the collection of items - the nav bar text and text that shows up in your chat box. It's optional, but typically a good idea to fill in. There are a few sections:
Navigation Text (Plural) Navigation Text (Singular)
I'm lumping these two together. These are what you see in the navigation bar - "Check the computer," "Find the clue." Plural will automatically add a number in the front - "Computers to check," for instance.
Here's where you can merge multiple collections. Say you want a clue "found" on one of five computers. The collection names must be unique - but the Navigation Text (plural) can be the same. List both the decoys and the 'real' computer as "Computers to check" under "Plural."
Begin Interaction Text Interrupt Interaction Text Complete Interaction Text
These show up in your chat box when you start working on the object. For instance:
"You begin searching the computer for clues."
"You have been distracted. The computer beeps, resetting your search."
"You have found the file you're looking for!"
Don't be too wordy, though you have a limit of 100 characters each. If you want detail, fill it in in the Collection Complete Clue.
Interact Bar Text
This shows up over the "countdown bar." It's usually a small phrase, such as "Disarming bomb..." as the time expires. Keep it short.
Defeat All Enemies
OK, this is the simplest of them all.
Defeat...
Choices of everything on the map, or everything in the final room. Pretty self explanatory.
(Did this need its own post? Well, it has it...)
Free a Captive
This can be a long section, but much of it is very similar to the "Fight a boss" section. When expedient (since this is a lot of typing) I'll refer back to the "Fight a boss" section.
Required
Captive name
Simple enough - the name of the person you're rescuing. It's a good idea to refer to this person elsewhere ("Oh, try to save Jim") but not necessary.
Captive Type
As the "Boss type." Select group and type, from either standard or custom groups. Note that custom critters take more space than default ones.
Optional sections
There are four optional sections:
<ul type="square">[*]Settings[*]Release Captive Text and Dialog[*]Animations[*]Captive Rescued Clue[/list]
Again, you'll see me refer to the boss section for much of this.
Settings
Most of these sections are similar to the boss section - just replace "Boss" with "Captive." The settings are:
<ul type="square">[*]Required for mission completion[*]This mission goal is created when... [*]Quantity[*]Enemy group[*]Surrounding Enemy Group[*]Captive Placement[*]Enemy Group Difficulty[*]Surrounding Group Alignment[/list]
The only thing really different here is "Surrounding Group Alignment." Where with a boss you chose the boss's alignment, here you can select Enemy, Ally, or Rogue for the group with the captive. You cannot set the captive to an enemy or to betray you (that's in Escort, an advanced goal.)
Release Captive Text & Dialog
Again, much of this is similar to the boss settings. I'll only be touching on the differences.
<ul type="square">[*]Captive Description (bio)[*]Navigation Text (Plural)[*]Navigation Text (Singular)[*]Release Captive Completed Text[*]Enemy Unaware Dialog[*]Enemy Attack Dialog[*]Captive Inactive Dialog[*]Captive Active Dialog[*]Person Rescued Dialog[/list] Release Captive Completed Text
This shows up in your text window when you've rescued the person ("You saved Mr. X from...")
Like the boss dialog, only (obviously) one's the captive, one's the captors, both unaggroed and aggroed. They do seem to fire off all at once many times - but they do that in regular missions at times, too.
Person Rescued Dialog
This is what they say in a dialog bubble when you've finished defeating their surrounding group ("Oh, thank you, I was so scared!")
Animations
This covers the emotes the captors and captive do. There are three settings, all lists to pick from:
<ul type="square">[*]Enemy group starting animation[*]Captive starting animation[*]Rescue captive animation[/list]
Obviously the enemy group won't have an animation when you're done with them. And yes, get it out of your system - let your first freed captive use "puke" as a rescue animation.
Captive Rescued Clue
Same as the "Boss" section - it goes in your "Clues" window. Title and description.
[ QUOTE ]
Note that all bosses will be carbon copies of each other, so this is really best for generic bosses. It will copy *everything,* including dialog.
Mission Architect tutorial
100 series - Basics
104: Basic Mission Goals
This is going to be less a tutorial than an explanation of the Basic Mission Goals. Advance mission goals will each have their own tutorial in the 2-series.
Basic mission goals overview
There are four basic mission goals, most of which will seem very familiar from multiple missions in the City Of franchise. We'll go over each in detail shortly, but they are Fight a Boss, Collect an Object, Defeat All Enemies, and Free a Captive.
Each mission can have multiple goals, depending on the mission map selected. We will not be using our tutorial mission for this. Go ahead and select "Create a mission," and select an enemy group.
Map Type- select the first one, Arachnos Set.
Map Length - select Medium.
Map- select Arachnos Set - 1
Look on the right hand side of the mission editor window. You should see a map. (If not, click on the + next to Choose Mission Settings. Under Description, you should see Mission Map Details. This will tell you how many details, ambushes, bosses, rescues and such are allowed on the map. Some, typically the small or tiny maps, are very limited. Others will allow you to put in quite a lot. If what you want to use (say, two Collect an Object types, such as crates and body bags) won't fit or isn't listed on the map, you will need to either revise what you want to do, or select another map. Each map is different, even in the same "size" - if one Medium map won't work, look through the others.
Adding and Removing objectives
Adding objectives are easy. Pick one of the basic mission goals, and click. The appropriate section will appear and you can fill in the details which we'll go over below.
Clicking on the title of the section (say, "Boss:Bob" from our last tutorial) will "roll up" that section, hiding the text and other settings to help clean up the window.
The left hand side of the objective title bar will have an icon (for example, a skull for "Defeat a boss") in a circle. It may also have a star next to it - objectives with stars are ones you have set for "Required for mission completion" in optional settings.
Last but not least, the right side of the objective "title bar" ("Boss: Bob") will have a small red tab with an X on it - if you click on this, it will delete the objective.
Each section will have its own post below. (Please note, during open beta, this is a work in progress. Sections will come as they're finished up. Once it hits live, this will be republished as a whole.)
[/ QUOTE ]
Fight a Boss
Required Settings
<ul type="square">[*]Boss Name[*]Boss Enemy Group[*]Character (appears after standard enemy group chosen.)[/list]
These are pretty straightforward.
Boss Name is just that - the name you want for the boss. "Bob" or "The Evil Lord Darkety Dark" will work, as long as it's (a) not copyrighted or offensive (the censor will catch it,) and (b) under 75 characters.
Boss Enemy Group (or Custom Group under Custom) again should be self explanatory. For either Standard or Custom groups, you will have a drop down list of available groups to choose from, as well as the level ranges they occupy.
Character appears after selecting a standard group. It is, again, a drop down list - but here's where you have to start paying attention. The names will be color coded by what is available. If it's orange, it's not available in the level range of the mission. Some are available from 1-54. But if I had an arc which was set in the level 30+ range, for instance, I couldn't use a 5th Column Nebel Oberst - as it only exists in the range of levels 1-4.
Custom Character Name only appears for Custom Groups. Custom characters can appear from levels 1-54, so there's no level range to worry about with them.
[b]Custom groups also give you the Create Character and Edit Character buttons at this point, should you want to edit or create a character and group for your arc. These are, obviously, not available with standard groups.[b]
Optional sections
There are three optional sections with a host of options in them. While you can ignore them, and may want to if just testing, you'll probably want to fill in at least some of them in your own mission. The optional sections are:
<ul type="square">[*]Boss Settings[*]Boss Text[*]Boss Defeated Clue[/list]
Each of these, of course, have their own subsections. (Thus the reason this post is so long.)
Boss Settings
These control when the boss is created, some of what's around him and his behaviour.
Important - Required for Mission Completion
This radio button shows up immediately below "Boss Settings." If you don't want the boss fight to be a "Must finish" item, uncheck it.
There's a long list of items you can select here.
This mission goal is created when...
Default: None
This allows you to select an event which will spawn the boss. Set to "None," the boss will spawn normally. But if you have, say, a hostage to rescue or collection to complete, you can set that (once you have it) as the trigger for the boss to spawn.
Quantity
Default: 1
... do I really need to explain "Quantity?"
Alignment
Default: Enemy
Get used to this setting. You'll see it a lot. You have three choices here, Enemy, Ally, and Rogue. An Enemy is with his own group, and will fight you. An Ally will fight other spawns it runs across. And Rogue will fight everyone.
Boss placement
Default: Back
Options: Any, Front, Middle, Back
This determines the general location a boss will spawn. Any will spawn it anywhere, No, you cannot select a specific room. Note that on outdoor maps, there's no real "front, middle, or back" even if you select it - the boss, and anything else with a placement, could spawn anywhere.
Enemy group difficulty
Default: Easy
This has no effect on the boss itself, but will affect the enemy group around him. Easy, expect minions. As you go up, it'll select lieutenants or bosses to surround the main boss with. Use with care.
Enemy Group
This section deals with what surrounds the boss, and what the boss does to interact.
Surrounding Enemy Group
Default: Same as boss
Selecting "Standard" or "Custom" makes no difference here in anything but the choices you'll have. This selects the group guarding the boss - if you want, say, a 5th Column boss surrounded by Devouring Earth in a map otherwise filled with Tsoo, this is where you do it.
Boss Starting Animation
Default: "Default"
This is a dropdown list with multiple animations. If you want the boss cowering, captured - any of the list of emotes, set it here.
Enemy Group Starting Animation
Default: Default
This is the same as "Boss starting animation," but for the surrounding mob.
Make the boss run away when hit points drop below...
Default: Boss does not run away (for health reasons)
Options: Full health, 75%, 50%, 25%, 10%, Boss Does not Run Away.
Want your boss to chicken out if he gets hurt? Set it here.
Make the Boss run when Ally count drops to...
Want him to run if he's down to one guy? Set that here. Pay attention to the help topic - don't assume there's going to be a big group around him. "Ally count" means the mobs around the boss, not in the entire mission.
Defeat Condition
Default: Entire Encounter Needed to complete
Options: Entire Encounter, Only Boss Needed to Complete
If you don't want a "Defeat all," just "Kill the boss in the last room," this is where you set it.
Boss Text
Lots of options here, but honestly straightforward.
Boss Description
Default: (Imported from mob definition.)
This is the boss's "bio." You can leave it as is, or type in a new one for either standard or custom characters.
Navigation Text (Plural) or (Singular)
This is what shows up in the nav bar as your objective. Choose singular if you only have one boss, multiple if you have more than one. One trick you can use here, by the way - if you have multiple *single* objectives (Defeat the Consortium, made up of 5 unique bosses,) use the same name in Navigation Text (Plural.)
Boss Defeated Text
This shows up in your chat ox when you defeat a boss. For example, "You have defeated BadDude and retrieved the Doohickey. See what your contact has to say." 300 character limit.
Boss Unaware Dialog
When you first see the boss but he hasn't aggroed - for example, the popular "Man, I can't wait for my break" from Mayhem missions, before you're seen.
Boss Attack Dialog
"Oh, no, it's you!" This is what the boss says when he's aggroed. You can use dollar-sign variables (Oh, no, it's $name! Get $himher!) here, as in many other fields.
Player deals damage to boss dialog
What the boss will say when you first hit them. "What was that supposed to be, a punch?"
Boss at X health
Levels: 3/4, 1/2. 1/4, Defeated
Bits of dialog to taunt the player ("Ah, it's only a flesh wound!") as you go on ("You're better than I thought!" "I might be in trouble..." "This is going to raise my insurance premium.")
Boss defeated Player dialog
What the boss says if you die. "Ha, what a wimp, I hardly broke a sweat!"
Boss Defeated Clue
Finally, a nice, short one.
If you want your boss to drop or say something as a clue, this will show up in the "Clues" window. Name and Description are the only fields.
Name - think of it as a title. "A strange relic."
Description is the body of the clue. "This piece of metal feels hot to the touch, and smells vaguely of cheese."
Collect an Object
This is where you set up a glowie, or group of glowies, to be found. If you want multiple groups of glowies (say, decoys and one real crate,) you will have to set up multiple collections. There's a trick to get around that in the Text section, though.
Required
Collection name: This is a unique identifier for the collection. It cannot be the same as any other collection. This WILL appear when someone clicks on the collection.
Collection Type:
Options: Floor, Wall
This simply splits up the long list of possible glowies by if they're attached to a wall or not. Body bags and crates, for instance, would be "Floor" objects, where computers, computer desks and such would be "Wall" objects.
Collection Object
This is the dropdown list that appears when you select Floor or Wall. If it doesn't appear in one list, check in the other. A picture of the object will show up on the right hand side.
Optional settings
There are three sections to the optional collection settings:
<ul type="square">[*]Settings[*]Text[*]Collection Complete Clue[/list]
I won't touch on Collection Complete Clue, as it's the same as the Boss Clue.
Settings
There are five settings here:
Required for Mission Complete
Default: On
Just like the boss. If finishing this collection (clicking all glowies) will complete the mission, set this, otherwise turn it off.
Quantity
Default: 1
Simple enough - how many glowies?
Placement
Default: Any
Choices: Front, Middle, Back, Any
Again - where do you want them showing up? For a larger collection of glowies, "Any" should scatter them around the map. Note again that outdoor maps do not have a front/middle/back.
Interact Time
Default: 4 seconds
This controls how long in seconds you must work with the glowie, without being interrupted (moving, being attacked, etc.) If you want a long "search" on a computer, for instance, set this higher. A quick click? 1 second.
Don't set it for too long, or it can get annoying.
Remove object on complete
Default: Do not Remove On Complete
Options: Remove on Complete, Do not remove on complete
Simple - do you want it to disappear or not? Think about if it makes sense for the object to vanish or not - an urn, perhaps. A desk, probably not.
Text
This is the text related to the collection of items - the nav bar text and text that shows up in your chat box. It's optional, but typically a good idea to fill in. There are a few sections:
Navigation Text (Plural)
Navigation Text (Singular)
I'm lumping these two together. These are what you see in the navigation bar - "Check the computer," "Find the clue." Plural will automatically add a number in the front - "Computers to check," for instance.
Here's where you can merge multiple collections. Say you want a clue "found" on one of five computers. The collection names must be unique - but the Navigation Text (plural) can be the same. List both the decoys and the 'real' computer as "Computers to check" under "Plural."
Begin Interaction Text
Interrupt Interaction Text
Complete Interaction Text
These show up in your chat box when you start working on the object. For instance:
"You begin searching the computer for clues."
"You have been distracted. The computer beeps, resetting your search."
"You have found the file you're looking for!"
Don't be too wordy, though you have a limit of 100 characters each. If you want detail, fill it in in the Collection Complete Clue.
Interact Bar Text
This shows up over the "countdown bar." It's usually a small phrase, such as "Disarming bomb..." as the time expires. Keep it short.
Defeat All Enemies
OK, this is the simplest of them all.
Defeat...
Choices of everything on the map, or everything in the final room. Pretty self explanatory.
(Did this need its own post? Well, it has it...)
Free a Captive
This can be a long section, but much of it is very similar to the "Fight a boss" section. When expedient (since this is a lot of typing) I'll refer back to the "Fight a boss" section.
Required
Captive name
Simple enough - the name of the person you're rescuing. It's a good idea to refer to this person elsewhere ("Oh, try to save Jim") but not necessary.
Captive Type
As the "Boss type." Select group and type, from either standard or custom groups. Note that custom critters take more space than default ones.
Optional sections
There are four optional sections:
<ul type="square">[*]Settings[*]Release Captive Text and Dialog[*]Animations[*]Captive Rescued Clue[/list]
Again, you'll see me refer to the boss section for much of this.
Settings
Most of these sections are similar to the boss section - just replace "Boss" with "Captive." The settings are:
<ul type="square">[*]Required for mission completion[*]This mission goal is created when... [*]Quantity[*]Enemy group[*]Surrounding Enemy Group[*]Captive Placement[*]Enemy Group Difficulty[*]Surrounding Group Alignment[/list]
The only thing really different here is "Surrounding Group Alignment." Where with a boss you chose the boss's alignment, here you can select Enemy, Ally, or Rogue for the group with the captive. You cannot set the captive to an enemy or to betray you (that's in Escort, an advanced goal.)
Release Captive Text & Dialog
Again, much of this is similar to the boss settings. I'll only be touching on the differences.
<ul type="square">[*]Captive Description (bio)[*]Navigation Text (Plural)[*]Navigation Text (Singular)[*]Release Captive Completed Text[*]Enemy Unaware Dialog[*]Enemy Attack Dialog[*]Captive Inactive Dialog[*]Captive Active Dialog[*]Person Rescued Dialog[/list]
Release Captive Completed Text
This shows up in your text window when you've rescued the person ("You saved Mr. X from...")
Enemy Unaware/Attack dialog
Captive Inactive/Attack Dialog
Like the boss dialog, only (obviously) one's the captive, one's the captors, both unaggroed and aggroed. They do seem to fire off all at once many times - but they do that in regular missions at times, too.
Person Rescued Dialog
This is what they say in a dialog bubble when you've finished defeating their surrounding group ("Oh, thank you, I was so scared!")
Animations
This covers the emotes the captors and captive do. There are three settings, all lists to pick from:
<ul type="square">[*]Enemy group starting animation[*]Captive starting animation[*]Rescue captive animation[/list]
Obviously the enemy group won't have an animation when you're done with them. And yes, get it out of your system - let your first freed captive use "puke" as a rescue animation.
Captive Rescued Clue
Same as the "Boss" section - it goes in your "Clues" window. Title and description.
<ul type="square">[*][/list]