Mission Architect Upgrades


Hercules

 

Posted

My interest in creating my own bit of content for the CoHniverse have recently rekindled and as far as I can tell nothing has been added featurewise, even if the new maps are nice

I was wondering if there are any intent on some of the following points:

  • Creating scripted scenes: I know scripted scenes are not everyone's cup of tea, but for the climax of a story arc it would be grand to be able to add a little drama that way. I don't know how the current setup is for that - but I was thinking that a fixed camera position, use of the model we have picked and some way to create a number of dialogue+animation blocks would be within the realm of possibility? Adding a skip-function right away would probably also be really helpful
  • Creating custom NPCs from existing groups: Currently we can only alter the colouration of existing enemy models - I was thinking it would be great if we had the option to create custom additions to existing groups, say Freakshow or Devouring Earth. I assume the parts they are made from exist as resources that can be put together, so a costume editor that would allow us to flip a few things back and forth using a fixed set of arms, hands, heads, etc so the models arent broken - like adding a Dreck arm to a custom Freak boss or perhaps scaling down or up down models to create shorter or larger minions, lts and bosses.
  • Monster maker: I am REALLY missing the ability to create large and grotesque monsters - and given that unusual shapes already exist in the game, this should also be possible with something like a "monster costume editor" that allows for larger size than 8 feet and access to some of the hands, tentacles, body forms and whatnot you have created for all myriad of non-humans in the game.
  • Custom maps: Custom maps is really high on the list - and if not full maps, then just a specific room in a map (for that end-all-be-all showdown) so it could be tailored to the occasion and the NPCs in play. Given that we already have the base editor, this would also seem within the realm of the plausible - even if I suspect that maps probably take up a lot of space if they are constructed in the same way as custom critters

aaaaand that's it.


 

Posted

I doubt we'll see any of those implemented ever, since those features would require tons of work, and AE just isn't huge enough a draw for players to warrant that kind of attention. Right now it's mostly just a farm tool.

Would all this stuff be cool, though? Yeah.


 

Posted

Quote:
Originally Posted by Rhinoxx View Post
My interest in creating my own bit of content for the CoHniverse have recently rekindled and as far as I can tell nothing has been added featurewise, even if the new maps are nice

I was wondering if there are any intent on some of the following points:
  • Creating scripted scenes: I know scripted scenes are not everyone's cup of tea, but for the climax of a story arc it would be grand to be able to add a little drama that way. I don't know how the current setup is for that - but I was thinking that a fixed camera position, use of the model we have picked and some way to create a number of dialogue+animation blocks would be within the realm of possibility? Adding a skip-function right away would probably also be really helpful
  • Creating custom NPCs from existing groups: Currently we can only alter the colouration of existing enemy models - I was thinking it would be great if we had the option to create custom additions to existing groups, say Freakshow or Devouring Earth. I assume the parts they are made from exist as resources that can be put together, so a costume editor that would allow us to flip a few things back and forth using a fixed set of arms, hands, heads, etc so the models arent broken - like adding a Dreck arm to a custom Freak boss or perhaps scaling down or up down models to create shorter or larger minions, lts and bosses.
  • Monster maker: I am REALLY missing the ability to create large and grotesque monsters - and given that unusual shapes already exist in the game, this should also be possible with something like a "monster costume editor" that allows for larger size than 8 feet and access to some of the hands, tentacles, body forms and whatnot you have created for all myriad of non-humans in the game.
  • Custom maps: Custom maps is really high on the list - and if not full maps, then just a specific room in a map (for that end-all-be-all showdown) so it could be tailored to the occasion and the NPCs in play. Given that we already have the base editor, this would also seem within the realm of the plausible - even if I suspect that maps probably take up a lot of space if they are constructed in the same way as custom critters

aaaaand that's it.
For cut scenes, I could see them using a similar function as Xtranormal Movie Maker (minus the digital voice and simplified characters). There are even some CoH videos made with it.

I'd like to add to your list if I may:

Enemy Morphing: I would like to see an option to morph a character to a different model at the 3/4, 1/2, and 1/4 health markers... possibly to the extent of a different character alltogether. This would set up multi-stage fights where the boss goes 1-winged angel on the player(s). I have one AE arc where this would come in handy, but the boss currently just spawns the next version of himself elsewhere when he is defeated.

NPC Yelling: When a character spawns, either at the beginning of the level or in the middle or end, allow them to yell something to the entire zone. It would often enable me to explain my story (or stories) in a more effective way.

Captives becoming Allies or Enemies once rescued: I recently added what I intended to be a Peacebringer and a Warshade into one of my arcs. They would start in human form, surrounded by Void Seekers, and upon rescue, they could help you out. Well, the only Kheldians in the AE creator are in their Nova and Dwarf forms. If I could use something similar to my first suggestion, they could activate and morph into another form, and then attack you or join you. This could even be triggered by a dialogue tree that depends on your answer.

Epic Archetype Powers: I would like to see Kheldians, Arachnos Soldier and Widow powersets selectable when creating characters. If it is there, I just can't find them. Maybe the primary sets can be tied to their respective secondaries so that people can't create Energy Blast crab soldiers, or something.

Power Customization: I miss being able to use this in AE. There are many characters that I have created with a specific concept (one that is possible to players, but not available in AE) and when I run the mission, it just feels wrong.

I get that there's a lot of farming going on, but I play them for the stories. I understand that others do as well. Also, I like the idea of creating personalized content for my characters. The fact that other people can play them, too, is a bonus.


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Posted

/signed for all of them, but dont hold your breath...

AE is on their list of "old stuff put on the back burner".

To add to your list:
- the ability to place mobs, objects, etc. at specific points on the map.
If the devs are that concerned about exploits, let them pick the points - I'd just like to know that object will always be at a specific place.

- Ability for the Boss to teleport away on defeat ( an option they have reserved to themselves thus far )

- Triggered Solo Boss ambushes and/or spawns at a specific point ( Example: LGTF at the end when Hero 1 spawns. There's also a story arc where Nemesis appears after you defeat a boss. )

- As an alternative to creating new maps, allow us to "Skin" existing maps.

- Ability to switch contacts as we progress through an arc.

- Ability to place music tracks at specific points on the map.

- Ability to select music tracks when talking to the contact.


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Posted

Quote:
Originally Posted by Rhinoxx View Post
My interest in creating my own bit of content for the CoHniverse have recently rekindled and as far as I can tell nothing has been added featurewise, even if the new maps are nice

I was wondering if there are any intent on some of the following points:
  • Creating scripted scenes: I know scripted scenes are not everyone's cup of tea, but for the climax of a story arc it would be grand to be able to add a little drama that way. I don't know how the current setup is for that - but I was thinking that a fixed camera position, use of the model we have picked and some way to create a number of dialogue+animation blocks would be within the realm of possibility? Adding a skip-function right away would probably also be really helpful
This is from way, WAY back, but unless something has seriously changed, making cutscenes in the CoH engine was a massive pain in the waffles. Wouldn't mind if, but won't hold my breath.

Quote:
  • Creating custom NPCs from existing groups: Currently we can only alter the colouration of existing enemy models - I was thinking it would be great if we had the option to create custom additions to existing groups, say Freakshow or Devouring Earth. I assume the parts they are made from exist as resources that can be put together, so a costume editor that would allow us to flip a few things back and forth using a fixed set of arms, hands, heads, etc so the models arent broken - like adding a Dreck arm to a custom Freak boss or perhaps scaling down or up down models to create shorter or larger minions, lts and bosses.
Nope - most NPCs are one-piece models.

Quote:
  • Monster maker: I am REALLY missing the ability to create large and grotesque monsters - and given that unusual shapes already exist in the game, this should also be possible with something like a "monster costume editor" that allows for larger size than 8 feet and access to some of the hands, tentacles, body forms and whatnot you have created for all myriad of non-humans in the game.
How would that work exactly? Also keep in mind that, if you stretch the geometry, you'll also stretch the textures, leading to 90's looking graphics.

Quote:
  • Custom maps: Custom maps is really high on the list - and if not full maps, then just a specific room in a map (for that end-all-be-all showdown) so it could be tailored to the occasion and the NPCs in play. Given that we already have the base editor, this would also seem within the realm of the plausible - even if I suspect that maps probably take up a lot of space if they are constructed in the same way as custom critters
This would be ambition, but I want this SO much. Use the base building interface to build mission layouts from scratch - if you look into demorecord files, you'll see that it doesn't take much data to define base object placement either. Maybe go the extra mile and develop algorithms that would build missions on the fly from a predefined group of objects, and mission layout repetition might as well go bye-bye. It would be a massive effort, but the potential... the potential!


 

Posted

Quote:
Originally Posted by Quinch View Post
Nope - most NPCs are one-piece models.
AFAIK, not quite. Older NPCs are not anywhere near as modular as player characters, but they are built using a (smaller) number of defined slots and pieces. A long while back, the Test server bugged out and granted everyone dev-level costume access, and you could use NPC parts and I would assume this is also how the colorization menu in the AE knows what parts go where. Though not all parts exactly fit the system, because older NPCs were never built to strictly follow player character customization conventions.

On that note, I'm personally not concerned about being able to further alter NPC appearances, but rather being able to alter their powers. I'm still not entirely clear on why it's not possible to do that. (I suspect that part of it is them wanting to stop you from giving Dual Blades and other such weapon sets to enemies it would look completely wrong on, like Bladegrasses or something, but I would assume the basic functionality is entirely possible.)


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Posted

Quote:
Originally Posted by WHTJunior View Post
Captives becoming Allies or Enemies once rescued: I recently added what I intended to be a Peacebringer and a Warshade into one of my arcs. They would start in human form, surrounded by Void Seekers, and upon rescue, they could help you out. Well, the only Kheldians in the AE creator are in their Nova and Dwarf forms. If I could use something similar to my first suggestion, they could activate and morph into another form, and then attack you or join you. This could even be triggered by a dialogue tree that depends on your answer.
you *could* always make use of the PPD khelds and recolor them (if possible)

the LTs randomly change into nova and the bosses have dwarf (and sometimes light) forms

this only shows the PB side of things though, the closest you would get to human WS would prolly be council galaxies (romulus the warshade is also an actual WS, but i think he is a LT/boss based on diff/team size)


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
On that note, I'm personally not concerned about being able to further alter NPC appearances, but rather being able to alter their powers. I'm still not entirely clear on why it's not possible to do that. (I suspect that part of it is them wanting to stop you from giving Dual Blades and other such weapon sets to enemies it would look completely wrong on, like Bladegrasses or something, but I would assume the basic functionality is entirely possible.)
Eh, I don't see the problem - it would be up to each author to verify if a model is compatible with powers. On that note, I'd like it if we could treat models and combat abilities independently - so for example I could create a custom NPC and assign them the combat attributes of say, a storm shaman. Or conversely, take a CoT mage and deck them out with an array of Assault Rifle powers. Or take a Tsoo sorcerer who's actually a disguised Gunslinger, and so on.


 

Posted

Quote:
Originally Posted by WHTJunior View Post
Enemy Morphing: I would like to see an option to morph a character to a different model at the 3/4, 1/2, and 1/4 health markers... possibly to the extent of a different character alltogether. This would set up multi-stage fights where the boss goes 1-winged angel on the player(s). I have one AE arc where this would come in handy, but the boss currently just spawns the next version of himself elsewhere when he is defeated.
This is something I want as well, but I see it more as being able to set up a boss/ally to do something specific once a health marker is reached.

Possible actions: Surrender. Teleport away. Shift/change to a new character (much like some Council turning into Warwolves). Powerset change/shift.


"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me

@Palador / @Rabid Unicorn