Revealing a Navigation Message at a Certain Point


GlaziusF

 

Posted

Hey folks,

I'm designing a mission with two basic objectives: Find a collection and defeat all. I'd like to inform the players of the defeat all, after they complete the collection. Right now, the navigation clue comes up right at the beginning of the mission. Is there any way to prevent the "Defeat all" message from displaying on the navigation pane at the start of the mission then reveal it later?

From the story perspective, the collection of the items reveals a secret. At that moment, the team needs to arrest the remaining villains to prevent word of their discovery from spreading.

Many thanks.


 

Posted

AFAIK there is no way to set the "Defeat All" objective as a condition of another objective being completed first. If someone knows how to do it though, I'd love to see it so I could make a change to one of my mishes. >.>


Quote:
Daemonchilde: ((fluffy thinks he's a tank))
Demon . Hunter: (( I think mine is >.>
Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds))

 

Posted

[ QUOTE ]
AFAIK there is no way to set the "Defeat All" objective as a condition of another objective being completed first. If someone knows how to do it though, I'd love to see it so I could make a change to one of my mishes. >.>

[/ QUOTE ]

Can we add defeating an ambush to that list of things I'd like to make required objectives? Right now I don't bother with any ambushes after what appears to be a final objective because it's too easy to just 'pop' out of the mission and ignore the ambush.


 

Posted

The devs decided not to make required ambushes possible because apparently there are bugs with pathing that can make them wander off the map or otherwise become un-locatable.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

Qr - if I wanted this, I'd gave the collection trigger a boss (set to minion status if you needed him to not stand out overly) and gave the boss bag instruction 'silence all witnesses' or sth. Set the collection to spawn at back, the boss at front, have 'investigate' as the defeat alls nav.

Hopefully then, the player will either fight Or stealth through to the back, find the collection, and then assume it's a kill all, finding the boss last as he fights his way back to the front.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

My stupid damn iPhone. Nav instruction not bag.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

I am not positive but I believe there may be a clever work around,

I believe you can control the "kill all" Nav bar text to say something much more generic like "stop the do-gooder plot".

When the collection is activated have a boss spawn who's nav bar name is
"kill all the do-gooders to stop the plot" . You will have to make sure that

1. the boss spawns at the other side of the map from the last collection, otherwise the player may kill the boss before most of the map is cleared. A front spawn with a back collection should work. The boss counts as a creature so make him an ordinary minion and hope that his group is the last one to get killed

2. In the event that the player kills this boss before he kills all the creatures the kill all message will be dropped so have a clue to the affect that there may be something still alive. awarded at the death of this boss.

its not perfect but try it.


 

Posted

which is what Mrcaptain just said, DOH.


 

Posted

Quote:
Originally Posted by THeAEDUDE View Post
which is what Mrcaptain just said, DOH.
Well, I said it late May last year, to nRrow it down a bit from 'just'!

But I vote we both take credit for this brilliant MA technique and dub it 'The AEDUDECaptainman Manouver'!

Eco

ps it strikes me that it's possibly obsolete by now rofl. If they've implemented a better method?


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."