Triggered Allies that sweep the map?


AngryRedHerring

 

Posted

OK, I have a story I am working on turning into a mission. In the final mission, one of the objectives is to turn off the quantum scrambler so that the Freedom Force can send in forces to clean the streets. So I have a blinkie which is the quantum scrambler, and I have 15 Allies that spawn when it is clicked. I have set them to wander/aggressive/single and yet they do NO wandering or fighting unless the player stays close to them.

Is there a way for me to get an allied force to spawn in and start kicking butt all over the map, or is this the best I can do?


For Great Justice!

 

Posted

You might try making them patrols rather than allies. They will then ignore the player and act independently.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

I'm not sure precisely HOW he did it, but one of the missions in this arc achieves that effect pretty darn well.


 

Posted

[ QUOTE ]
You might try making them patrols rather than allies. They will then ignore the player and act independently.

[/ QUOTE ]

If I add 20 Patrols, this *suppresses* the normal spawning of baddies. For example, after setting up patrols to be triggered on the glowie, upon entry to the map there were almost no baddies present.


For Great Justice!

 

Posted

[ QUOTE ]
[ QUOTE ]
You might try making them patrols rather than allies. They will then ignore the player and act independently.

[/ QUOTE ]

If I add 20 Patrols, this *suppresses* the normal spawning of baddies. For example, after setting up patrols to be triggered on the glowie, upon entry to the map there were almost no baddies present.

[/ QUOTE ]

Well so do allies if you add 20 of them. They use the same spawn points.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
You might try making them patrols rather than allies. They will then ignore the player and act independently.

[/ QUOTE ]

If I add 20 Patrols, this *suppresses* the normal spawning of baddies. For example, after setting up patrols to be triggered on the glowie, upon entry to the map there were almost no baddies present.

[/ QUOTE ]

Well so do allies if you add 20 of them. They use the same spawn points.

[/ QUOTE ]

Nope, I can set 20 Allies to spawn (and have) on glowie trigger, and that does NOT supress the normal spawn of baddies upon mission load.


For Great Justice!

 

Posted

I think that I would try to achieve this effect by using a lot of triggered battles. Judging by the quick test I just ran you can trigger multiple battles from a single trigger, and they're on a different set of spawn points from those used by the mission enemies. That may, of course, be map dependent.

You'd have to choose your map carefully in order to support that many battles. It would almost have to be an outdoor map to achieve the effect you want of a mass invasion, or at least an indoor map with a large room that would let the player see the dialog balloons popping up all around.

Your biggest problem is just going to be finding a map that lets you generate that many spawns to start with.

Your next problem will be that the battles cannot be specified to be just one hero per battle. You're going to have multiple opponents on each side of the battle, and the models chosen will be essentially random. If it's a supergroup invasion, then you might need to have five or six battles, and have each individual battle involve a custom group of three members of the supergroup (which should not be named Freedom Force for obvious copyright reasons). That would give the highest probability of having all fifteen members of the supergroup appear, though it would NOT be a guarantee that there would be no duplication.


 

Posted

[ QUOTE ]
I'm not sure precisely HOW he did it, but one of the missions in this arc achieves that effect pretty darn well.

[/ QUOTE ]

[ QUOTE ]
If I add 20 Patrols, this *suppresses* the normal spawning of baddies. For example, after setting up patrols to be triggered on the glowie, upon entry to the map there were almost no baddies present.

[/ QUOTE ]

Tell you what... I'll tell you how I did it... But first you have to play Invasion on Earth BX1132! and tell me if that's the sort of thing you want.

Ah-HA! The old bait-and-switch. Kinda. It's not very long, if you kill all, it just pushes 2 hours. Under an hour if you only do mish complete objectives.

I'm just not comfortable with publicly showing where all the wires are yet. I kinda stumbled upon it, and the first time I tested it I was blown away. As my good friend and SGmate Mighty Pain put it, "that third mission is pure awesome-sauce". Truth is though, I got lucky.

Toss me a tell and/or PM after you've checked it out and I'll give you a layout of what I did. Bring somebody who can put out some good damage and can take some too, and be prepared to ditch the stealth.

Oh, and, thanks again, suedenim!


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Check... and Mate (poster) - Arc ID# 15095 (comments)
Invasion on Earth BX1132! (poster 1) - (poster 2) - Arc ID# 98943 (comments)
Global @ARH
http://img.photobucket.com/albums/07...ureBanner2.jpg

 

Posted

[ QUOTE ]
[ QUOTE ]
I'm not sure precisely HOW he did it, but one of the missions in this arc achieves that effect pretty darn well.

[/ QUOTE ]

[ QUOTE ]
If I add 20 Patrols, this *suppresses* the normal spawning of baddies. For example, after setting up patrols to be triggered on the glowie, upon entry to the map there were almost no baddies present.

[/ QUOTE ]

Tell you what... I'll tell you how I did it... But first you have to play Invasion on Earth BX1132! and tell me if that's the sort of thing you want.

Ah-HA! The old bait-and-switch. Kinda. It's not very long, if you kill all, it just pushes 2 hours. Under an hour if you only do mish complete objectives.

I'm just not comfortable with publicly showing where all the wires are yet. I kinda stumbled upon it, and the first time I tested it I was blown away. As my good friend and SGmate Mighty Pain put it, "that third mission is pure awesome-sauce". Truth is though, I got lucky.

Toss me a tell and/or PM after you've checked it out and I'll give you a layout of what I did. Bring somebody who can put out some good damage and can take some too, and be prepared to ditch the stealth.

Oh, and, thanks again, suedenim!

[/ QUOTE ]

Ok, the first mission hasn't even finished loading and already I think you deserve 5 stars just for the contact's opening pitch. Hilarious!

*edit* Mission popup: also pure win!



my lil RWZ Challenge vid

 

Posted

[ QUOTE ]
Ok, the first mission hasn't even finished loading and already I think you deserve 5 stars just for the contact's opening pitch. Hilarious!

*edit* Mission popup: also pure win!

[/ QUOTE ]

You're too kind. But now I really feel like I'm hijacking Metatron's post. Here's my Invasion on Earth BX1132! thread.

Still looking forward to chatting with Metatron.


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Check... and Mate (poster) - Arc ID# 15095 (comments)
Invasion on Earth BX1132! (poster 1) - (poster 2) - Arc ID# 98943 (comments)
Global @ARH
http://img.photobucket.com/albums/07...ureBanner2.jpg