Intro non-combat mission problems
I want something I've decided to work on to have an introductory mission that features character interaction and texts.
I've made the series of NPCs I want to do the talking, and set them as hostage releases with Single (i.e. none) enemy spawns, and put them on an Empty map that also spawns friendly patrols. I want the "hostages" to say a series of alarming speeches when approached by the player or party. I also made a glowie on the map so there'd be something to click and the mission would not simply complete without the player finding or seeing the "hostages." The problem - the hostages say their Inactive speeches often before being in sight of the players. I tried chaining them; but that doesn't work with autocompleting "rescues" well, and raises the possibility that you'd have to backtrack to see all the text: that is not progress. "Clues" attached to the hostages are of course immediately awarded, and without the texts that makes little sense either. Anybody figure out a better way? |
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
As long as the map is set to Empty, you can set them to be friendly bosses with the surrounding enemy group also set to Empty. They will be undefeatable so they can't give clues, but you get a lot of space for "Unaware" dialogue, which won't trigger until the player gets relatively close. Use a linear map with the blinky at the back so the player has to go past all of the bosses and trigger their dialogue. Then you could sum up their dialogue in an end of mission clue, which also allows quite a bit of space.
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
As long as the map is set to Empty, you can set them to be friendly bosses with the surrounding enemy group also set to Empty. They will be undefeatable so they can't give clues, but you get a lot of space for "Unaware" dialogue, which won't trigger until the player gets relatively close. Use a linear map with the blinky at the back so the player has to go past all of the bosses and trigger their dialogue. Then you could sum up their dialogue in an end of mission clue, which also allows quite a bit of space.
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<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Friendlies won't fight friendlies unless there's some weird interaction going on between the groups you're using, and patrol dialogue triggers when it triggers regardless of what else is going on, so I don't see how the two would interact negatively.
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
You can do this with hostages; you just have to use "Person Rescued Dialogue" for what you want them to say. Then they'll only say that when you approach them.
Leave the "Inactive" and "Active" dialogue blank.
You can also fill in the "Stranded" and "Reacquired" dialogue fields, if you have something more for them to say.
I want something I've decided to work on to have an introductory mission that features character interaction and texts.
I've made the series of NPCs I want to do the talking, and set them as hostage releases with Single (i.e. none) enemy spawns, and put them on an Empty map that also spawns friendly patrols. I want the "hostages" to say a series of alarming speeches when approached by the player or party. I also made a glowie on the map so there'd be something to click and the mission would not simply complete without the player finding or seeing the "hostages."
The problem - the hostages say their Inactive speeches often before being in sight of the players. I tried chaining them; but that doesn't work with autocompleting "rescues" well, and raises the possibility that you'd have to backtrack to see all the text: that is not progress. "Clues" attached to the hostages are of course immediately awarded, and without the texts that makes little sense either.
Anybody figure out a better way?
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison