How do I . . .
I don't believe this is possible. The normal spawns always show up when the player enters the door.
You can spawn a new objective, including a patrol or ambush, to occur after the initial objective is completed. But you can't fill up an area based on fulfilling a single task.
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I don't believe this is possible. The normal spawns always show up when the player enters the door.
You can spawn a new objective, including a patrol or ambush, to occur after the initial objective is completed. But you can't fill up an area based on fulfilling a single task.
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Actually it is possible. I've seen it happen.
From my understanding, and this is based solely on observations that I've made while playing peoples' arcs and making my own, when you set up an objective to be triggered, it 'saves' that spawn point for the triggered objective, meaning nothing will spawn there until the objective is triggered. If there is no objective set to spawn there at all, then it will be a normal spawn of a few minions and LTs.
Ever see one of those badge farm maps where ALL the spawns are destructible objects and such? This works off of that principle. You fill all your available objectives with things that are triggered by other objectives, make sure that the chain of triggers starts with a collect object, and it should work. It'll probably take a lot of tinkering to get it to work properly, however.
Furthermore, it's not possible on all maps. Some of them have spawn points that can't be replaced by objectives.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
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Furthermore, it's not possible on all maps. Some of them have spawn points that can't be replaced by objectives.
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That is true. I forgot to mention that.
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I've seen several MA missions in which the normal mobs in the mission don't spawn until a certain objective is met. I'm making an arc and would like for the player to walk to the end without opposition, complete an objective, be "betrayed", then the normal mobs spawn so the player has to fight back tot he entrance. How are the normal mobs removed or set to spawn after a certain objective?
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Let me translate.
How do I duplicate that expoit to hide a farm map in my story arc?
You'll have to do it like the rest of us. Find out for yourself and don't tell anyone how you did it.
I've done this in two of my story arcs, and I really like the technique because it makes your mission unfold very differently than a traditional door mission. The effect is very impressive and dynamic-seeming to players.
Basically replace all (or most) spawns on your mission map with triggered spawns. Examples: Ambushes, Boss objectives, Hostage objectives, whatever; the key is that they must be triggered off of something else. You can even trigger spawns to be triggered from other triggered spawns, to daisy-chain them together.
Each of these triggered details "reserves" a spawn point, which makes your mission a little more empty. I'd be careful of linking too many ambushes at once, that can overwhelm the players. A Boss objective with a specified quantity (e.g. 5 Bosses) can work well.
With careful counting and/or testing you can replace every single spawn on your map. Testing is key! It's very easy to mess up the sequence of triggered objectives.
Map selection is important for this technique; generally a smaller map is better, to keep things better controlled. On larger maps, triggered spawns can actually annoy players because they have to search your large map for whatever their new objective is.
You can see examples of this in:
1388 Celebrity Kidnapping
1567 MacGuffin Delivery Service (by Lazarus)
67335 Teen Phalanx Forever!
Hope that helps!
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
[Deleted - Policewoman explained it well, thanks]
I've seen several MA missions in which the normal mobs in the mission don't spawn until a certain objective is met. I'm making an arc and would like for the player to walk to the end without opposition, complete an objective, be "betrayed", then the normal mobs spawn so the player has to fight back tot he entrance. How are the normal mobs removed or set to spawn after a certain objective?