Can I Get Some Help from the Experts?


Clave_Dark_5

 

Posted

I did my first story arc long ago, published it, then didn't see a single play. I finally decided to dig back into it, and AE in general (since I love the concept), and found I'd fallen victim to the censor filter issue. Fine... mine was an easy fix. Upon testing the arc, I found some roughness I want to work out before republishing. However, as AE design is clunky and often mystifies me, I thought I'd better ask the community's help.

1. Rescued Hostages: My hostages, once rescued, stand in place and don't run away, which I'd prefer. I didn't see a setting for it, but I think I've seen fleeing hostages in other missions. How can I set them to run away?

2. Also Rescued Hostages: Currently, all rescued hostages say the say thing, which sounds a little dumb after the first couple. Is there a way to get them to select a random phrase from a list of possibilities, or do I need to create each hostage as a single encounter and give it a unique dialog text? ...or is there another solution?

3. Collected Objects: I have a lot of a specific "collected" object in one mission for effect. Collecting them is not required for mission completion. Is there a way to make them not produce the "collectable object tone"?

4. Also Collected Objects: Is there a way to make collected objects "unspawn" or disappear under a condition?

5. Destructible Object/Ambush: I have 2 ambushes set to go off at 1/4 and 3/4 damage of a destructible object. Strangely, the second one spawns but the first one doesn't. Any ideas why?

6. New Mission Objective: Finally, I thought I'd read somewhere that a new mission objective can initiate after completion of a particular objective, but I can't seem to figure out how to set it up. Is it possible?

Thanks for any help you can offer.


City of Heroes Musings (an official "fan site," now less maintained): http://dwarflog.blogspot.com/

 

Posted

just publishing it does not mean it will get plays right away, with how the search function works and the fact that the system has never been purged of invalid arcs, your arc is essentially buried under 550,000+ other arcs

the best way to get ratings is to promote your arc through the MA community by creating a feedback thread with the ID number of your arc, and to join the MA Arc Finder channel in game which has a lot of other poeple who talk about MA, promote arcs, and most anything else MA related

now as for your questions:

1. there is no setting to just make them run away they will always follow a player until they reach the destination (object or entrance)

2. no they cant do random phrases, but you can always make multiple rescue objectives which have different text

3. no, if they are their and have not been completed they will make the noise

4. i am not sure, i havent looked into it too much

5. if you have multiple destructive objects you have to make ambushs seperate for both of them, unless the object is the same and you just have multiple of the objects, if its multiple of the same objective then im not sure why it wouldnt spawn both of them

6. all objectives have the ability to be created after another objective is completed for chaining ability, i believe its an options under the settings


 

Posted

Quote:
Originally Posted by White_Dwarf View Post
1. Rescued Hostages: My hostages, once rescued, stand in place and don't run away, which I'd prefer. I didn't see a setting for it, but I think I've seen fleeing hostages in other missions. How can I set them to run away?
A hostage created with the "rescue a captive" objective should always run away, although there have been instances where they don't on some maps, especially outdoor maps with the orange box entrance. I don't think they have a setting to do anything else. Allies will follow by default, but can be set to run away, although the "run away" and "run to nearest door" settings have been bugged in the past.

Quote:
4. Also Collected Objects: Is there a way to make collected objects "unspawn" or disappear under a condition?
Under settings you can set them to disappear when they are clicked. That's the only way you can get them to disappear.
Quote:
5. Destructible Object/Ambush: I have 2 ambushes set to go off at 1/4 and 3/4 damage of a destructible object. Strangely, the second one spawns but the first one doesn't. Any ideas why?
Maybe you're destroying the object too quickly and getting both ambushes at once?

Quote:
6. New Mission Objective: Finally, I thought I'd read somewhere that a new mission objective can initiate after completion of a particular objective, but I can't seem to figure out how to set it up. Is it possible?
Under settings there will be an option that says "Objective becomes active when..." The default is "mission begins." If you scroll down you will get a list of valid conditions for your objective to initiate on. Be careful with chained objectives, choose your map carefully, and test your mission repeatedly. They can be very annoying if you overdo them and the player has to run back and forth all over the map.


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Posted

Quote:
Originally Posted by White_Dwarf View Post
4. Also Collected Objects: Is there a way to make collected objects "unspawn" or disappear under a condition?
Yes,that too can be set in the object's widow. I forget what the menu is called, but when you open it you'll see an option something like"Object disappears after collection". I've used it myself.


 

Posted

Quote:
Originally Posted by White_Dwarf
2. Also Rescued Hostages: Currently, all rescued hostages say the say thing, which sounds a little dumb after the first couple. Is there a way to get them to select a random phrase from a list of possibilities, or do I need to create each hostage as a single encounter and give it a unique dialog text? ...or is there another solution?


Quote:
Originally Posted by Necrotech_Master View Post
2. no they cant do random phrases, but you can always make multiple rescue objectives which have different text

Also when you have multiple hostages or blinkies you can group them under one nav header. Just give them the same singular and plural detail.
This will keep the nav. bar from getting cluttered with to many hostages/objectives tasks.


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