Problem with Unguarded Captives
You can make him an escort, with the next objective triggered to spawn when you lead him to the door. That's about all I can think of.
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
escorts "complete" when rescued, not when escorted so that doesn't work either. My best solution is to add some grey-con enemies to defeat. Obviously won't work in every situation, but it's one way to go.
What I had done is simply to put one objective in a clickable object, and put that in "back" on a map that will reliably observe that.
This way, the player will hopefully pass each "rescue" and hear their story on the way to the object.
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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
Gray con enemies don't work for this purpose. The objective auto-completes anyway. If you have a long chain of objectives, they will all complete at once as soon as the player comes onto the map.
you do have to complete the lead-out to actually complete the objective.
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I ran into this a couple days ago when making an arc. The only objective was an escort. She had no guards. The mission (therefore the objective) completed as soon as I zoned in. The only way to fix this was to make her guarded.
Someone -- I believe it was Heraclea -- on the "Clever Tricks when Making Missions" thread had this great idea: say you want a "contact" in the mission: an NPC that your player walks up to, and then who tells the player some useful information, and leaves.
You can use a Captive, Ally, or friendly Boss for this, but it only makes sense if there are no enemies guarding him. For that you can set the Enemy Difficulty to "Single", and none will appear. When you're finished talking to this guy, I want to trigger the next objective.
But there is a problem: If the NPC has no guards, then he's considered "Completed" as soon as he spawns. He won't be "rescued", which means he'll still be standing there until you meet him, but the next objective will have spawned before you do talk to him.
I need these events to happen in the right order. How do I keep the second objective from being triggered before the player is really done with the NPC?