How to create "decoys" in missions?
You would go into navigation plural, I believe. I think it's under the "Text" section. Though if you want it to appear in the nav bar, it would have to be for mission completion as those that aren't required, don't show up in there.
Arc 185502: Who Killed Snow Globe? a mini mystery Put together the clues to solve the case!
Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?
I don't think it's possible to do that. What I'd do is just blank the compass tooltip dialog for the decoy crates, so that all you have is "Locate the crate of carrots" or whatever sitting up there, so it will vanish after you find the correct one.
If the navigation "plural" text is identical between two diff objectives, then it will auto combine those.
add a special mob, say, a boss if u dont use any, or an elite... it will be auto attached to the main goal.
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If the navigation "plural" text is identical between two diff objectives, then it will auto combine those.
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That's what I was looking for. Thanks!
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if there are decoys, don't put any nav text for the decoys
just name them the same thing.
then it will show that they are looking for only one blinkie, but they won't know which one
My apologizes if this has already been covered, but my search-fu is weak.
How do I make it so that my objectives have "decoys"?
For example, let's say that in the mission, the hero needs to find a specific crate. There are 12 crates in the mission. Only one of them has what the hero needs. The other 11 crates are decoys.
I know I can set two separate objectives. Objective 1 would have 1 crate and be required for mission completion. Objective 2 would have 11 crates and not be required for mission completion.
Now, my question is, how do I do that and put in the navigation field, "12 crates to search through," then have that go down one-by-one as the player clicks on crates. Then when the player finds the right crate, the entire thing disappears and we move on to the next objective "Defeat Darky McDarky"?
Is that possible? If so, how?
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Tracking Down Jack Ketch - ArcID #2701
Cat War! - ArcID #2788