Chained objectives


Call Me Awesome

 

Posted

I've been trying to figure out how to chain several objectives in my short Lights, Camera, Mortuary! arc without success. I've 2 required bosses and a hostage rescue, for story purposes I wanted to guarantee that the hostage couldn't be rescued before first taking care of the two bosses. I originally tried to do the logical thing, defeating boss A creates boss B and defeating boss B creates the hostage. Well, MA told me I'd created a circular dependency... which has to be a bug since it's a simple A, then B, then C.

Is there any way around this? For now I've separated the bosses to front & middle with the hostage in back but that would still allow players to stealth to the back, free the hostage and have to go back and take care of the other objectives... a bit anticlimactic. I have tied the hostage spawn to the defeat of boss B but it's still a bit of a kludge allowing the player to skip boss A and then have to go back; exactly what I'm trying to avoid.

Any thoughts, or is this a "hope it'll be fixed in a future patch"?


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Posted

I'm not sure. Are you making sure the "required" radio button is clicked to on for all of them? If you're creating them in the order you want them to happen, you shouldn't be getting that error. My arc was like that, until I changed it because it made my particular story a bit obtuse, and it worked exactly right. Are two boss events allowed on that map? Are the placements allowed as you described according to the map specs?


Dec out.

 

Posted

[ QUOTE ]
I'm not sure. Are you making sure the "required" radio button is clicked to on for all of them? If you're creating them in the order you want them to happen, you shouldn't be getting that error. My arc was like that, until I changed it because it made my particular story a bit obtuse, and it worked exactly right. Are two boss events allowed on that map? Are the placements allowed as you described according to the map specs?

[/ QUOTE ]

All of them are required; however over the evolution of the mission things have been added/deleted, I put the hostage in first, then started working in other objectives. The two bosses have changed over that evolution as well, they started out as a standard boss type from my custom group, then when I found lots of duplicates spawning on a team I went back and created a unique boss for each objective and put them in to avoid the duplicate issue.

The mission wasn't developed in it's current form; I put it together as a rough version, played it a few times and made numerous modifications and adjustments, adding the boss objectives as the story evolved. The last change was to chain the objectives to avoid forcing the player to backtrack to a skipped boss; that came about after one of my SG mates stealthed to the hostage and then found he had to go back and kill the bosses. That was something I hadn't considered in my original design.

The mission layout goes boss A, boss B, Hostage, AV/EB spawn, ambush spawn at 1/3 AV HP. The chain works to have boss B spawn the hostage and the hostage spawn the AV and the AV spawn his "help me out here" ambush. I get the circular dependency error when I tie the boss B spawn to boss A.

I should note that the current version does have all those events, Boss A is present at the front and boss B is present in the middle. Killing boss B spawns the hostage in the back, freeing the hostage spawns the AV/EB and the AV spawns the ambush at 1/3 hp. What I can't do is chain boss B to killing boss A. By the way, I can set the hostage/AV/Ambush to chain from either boss A or boss B. I'm using a random medium office map from the COV set.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

[ QUOTE ]
The mission layout goes boss A, boss B, Hostage, AV/EB spawn, ambush spawn at 1/3 AV HP. The chain works to have boss B spawn the hostage and the hostage spawn the AV and the AV spawn his "help me out here" ambush. I get the circular dependency error when I tie the boss B spawn to boss A.

[/ QUOTE ]

If they are indeed in that order, it should work. Try removing all the dependencies and redoing them starting with Boss A (if you haven't already). Boss A IS the initial goal, with no dependency at all, right? Otherwise, I haven't a clue.

And...1/3? There's a 1/3? Have I been lazily misreading that as 1/4? The ones I remember seeing were "first hitpoint damage" 3/4, 1/2, 1/4 and defeated.

EDIT: Confirmed that there is no 1/3 (also no "first hitpoint". Was confusing that with the text triggers). But still, that shouldn't affect the dependencies before it. I looked up the maps and they show that everything you have in there is well within the parameters. Huh.


Dec out.

 

Posted

[ QUOTE ]
If they are indeed in that order, it should work. Try removing all the dependencies and redoing them starting with Boss A (if you haven't already). Boss A IS the initial goal, with no dependency at all, right? Otherwise, I haven't a clue.

[/ QUOTE ]

Yes, boss A is the initial goal, and isn't tied to anything on it's spawn. I haven't yet tried undoing all the dependencies and starting from the front, I will attempt that once I get home, work unfortunately intervenes at the moment

[ QUOTE ]
And...1/3? There's a 1/3? Have I been lazily misreading that as 1/4? The ones I remember seeing were "first hitpoint damage" 3/4, 1/2, 1/4 and defeated.

[/ QUOTE ]

Oops, yeah, that should have read "1/4" AV HP, not 1/3.

I will try your suggestion of removing all spawn dependencies and starting again from boss A this evening and see if that resolves the issue.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes