Clue on last collection, not first


AlwaysAPrice

 

Posted

Oky.. have a mission to stop a building from being blown up, have to defuse 10 bombs. (small map, not hard to find) But the clue pops on the first click, basically tis about how you saved the day. The mission will be a quick timed +kill all soo that means there is chance to fail and not save the day.

How do i make it soo the clue only shows at last collection? the only think i can think of is make 9 bombs and then add the 10th to spawn on finish 9 collection.. but i really dont wanna do it that way, rather have all bombs in the mission to start.

is there a way to fix this? anyone?


 

Posted

Nope, sorry, at present clues only award on the first instance. I'd recommend you restructure the way you're presenting the information - if the bombs are the only mission completion requirement, for example, you can make it the mission complete clue rather than the collection clue.

Making one bomb "special" doesn't solve the problem, btw, since you have no control over what order people do the collections in. They might hit your special bomb first and you'd have the same situation you're in now.


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Posted

[ QUOTE ]
How do i make it soo the clue only shows at last collection? the only think i can think of is make 9 bombs and then add the 10th to spawn on finish 9 collection.. but i really dont wanna do it that way, rather have all bombs in the mission to start.

[/ QUOTE ]

This isn't actually possible, you can't trigger collections off of other objectives. Probably the closest to what you want to achieve would be to use the Mission Complete clue; the player won't get that until the kill all is done as well though, but if it's a small enough map they'll probably end up doing that before they can get all the clicks anyway.


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Posted

well i was thinking about spawning the last bomb after the firsdt 9 are completed.. Maybe ill change mission complete clue then. though it is a small building, soo researching isnt that hard. its only 2 rooms and a hall with a couple little side compartments.

Ill do some testing and playing and see what i can come up with


 

Posted

Only destructable/defendable objects will let you link events to spawn item. Collections are not controlled that way, they all ready exist at the start of the mission.

Either add the clue to the end mission as suggested. If you need the clue revealed during the mission but after the bombs are deactivated, then I suggest making a computer or other electronic-like device serve as the controlling mechanism for the bombs. Have it spawn after the collection of bombs is complete/deactiviated. Link the key clue to the device. Once the device is destroyed then the clue could be revealed.

Another would be to do what you suggested, but instead of taking the bomb from collections, have the bombs be destructable objects. Then after the first nine are destroyed, the tenth one with clue will spawn.


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Posted

If the navigation clues are exactly the same, you can make two collection missions where say 9 of the bombs do not have a clue, and the tenth is spawned in the back (if its a working indoor map) so as to help insure the ordering is maintained. Spawning objectives can get annoying if it requires backtracking through already cleared areas though, which might not be avoidable.

Since the navigations will be the same, the mission will only appear once at the top, and clicking on either group of collections will decrement the value independently. This is also useful if you want to make the clue contained in one of many possible sources (like not the computers but the Bookcase).


 

Posted

I have a question that sort of goes with this – say you want to place several “found nothing” objects (like in normal missions), and only one that completes/triggers your objective (found what you needed)? I’m having a hard time doing this atm, without having to add several collections (1 safe, 1 safe, 1 safe, 1 safe…) in the navigational screen…


 

Posted

[ QUOTE ]
I have a question that sort of goes with this – say you want to place several “found nothing” objects (like in normal missions), and only one that completes/triggers your objective (found what you needed)? I’m having a hard time doing this atm, without having to add several collections (1 safe, 1 safe, 1 safe, 1 safe…) in the navigational screen…

[/ QUOTE ]

Continuing with safes as the example, go to the menu to set your collection object, then click Settings (just under the Collection Type/Object menus) and set the number you want spawned in the Quantity box. In the Text section just below that, enter text in the Navigation (Plural) area, like "safes to search", and it'll spawn all of the safes under one nav title, "5 safes to search".

Now set a separate collection object, of the same type, with the spawn number left at the default 1. Enter the same "safes to search" text in the Navigation (Plural) field. It should now list "6 safes to search" in the nav window, and count down to the last one properly.

Remember to set the clue object to Back or Middle (and test to verify that it spawns in the back or middle), or set the clue text on the unnecessary objects to something like "You don't find anything important in this safe."


 

Posted

[ QUOTE ]
Continuing with safes as the example, go to the menu to set your collection object, then click Settings (just under the Collection Type/Object menus) and set the number you want spawned in the Quantity box. In the Text section just below that, enter text in the Navigation (Plural) area, like "safes to search", and it'll spawn all of the safes under one nav title, "5 safes to search".

Now set a separate collection object, of the same type, with the spawn number left at the default 1. Enter the same "safes to search" text in the Navigation (Plural) field. It should now list "6 safes to search" in the nav window, and count down to the last one properly.

Remember to set the clue object to Back or Middle (and test to verify that it spawns in the back or middle), or set the clue text on the unnecessary objects to something like "You don't find anything important in this safe."

[/ QUOTE ]

I actually wanted like a general "Find the information", with no numbers on the navigation bar, with several "found nothing" objects and only one containing the information.

I used the method you suggested, and disabled the "required for mission completion" button for the fake ones. Worked like a charm!

Thanks much for the help!!