Kluges, fixes, problems, and solutions.


AwesomusPrime

 

Posted

Post your problems (not readily available in the MA), Kluges, Fixes and other solutions.

Problem 1:

I wanted to have 2 EB/AVs in my first mission, one of which would run as soon as she sees the PCs. It's part of the plot that she gets away. If she was set to run at full HP, she'd aggro on the PCs as soon as she sees them, and not run after that. The other possibility was to set her to run when 12 or fewer of her minions were left. That would work, if the PC was solo or in a small team. Larger teams would spawn more than 12 in the last room, and therefore she would not run.

My Solution: Take the running EB/AV out of the mission, and have the dialogue for the second EB/AV reference her. This means that the PCs will never see the running EB/AV, and those not having the star can only see the reference if they are paying attention to the in-mission dialogue. Only the leader would see the reference in the Contact's dialogue. Kinda a bummer, but it works.

Problem 2: I wanted to have a custom EB/AV holding a captive hostage. The custom EB/AV is a group of itself, no other bosses, LTs, or minions, just that EB/AV. If I set the objective so that this custom group/EB/AV is holding that hostage by itself, it never spawns, and the mission completes as soon as you enter the mission. If I set it as not single, then multiple EB/AVs spawn around the captive, and this EB/AV is supposed to be unique.

Solution: I set it up first as a defeat boss objective. Once the boss is defeated, I have the captive objective trigger as above. This results in the captive being freed as soon as the PCs defeat the EB/AV, but they never see the captive, and only realize there was a captive if they pay attention to the system chat in their chat boxes.







I welcome other suggestions, as well as your own problems and/or solutions. Also here's hoping there will be more tools added and more functionality added to the MA soon.


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Posted

Possible solution to 1: Make the running AV/EB a captive and play with the animations. Make freeing her trigger an ambush, so there are henchmen before and after her departure justifying why the PC didn't nab her.


 

Posted

[ QUOTE ]
Possible solution to 1: Make the running AV/EB a captive and play with the animations. Make freeing her trigger an ambush, so there are henchmen before and after her departure justifying why the PC didn't nab her.

[/ QUOTE ]

That's a good possible solution, though I'd have to play with it to see if I can work it into the plot. The custom EB/AV is supposed to be unique, and isn't supposed to have minions/henchmen. However your solution would definatly work for others with the same problems.


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