Can I Get Some Help from the Experts?
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
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?
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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? |
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
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?
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2. no they cant do random phrases, but you can always make multiple rescue objectives which have different text
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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.
@1st. Son
Help Agent Martin in: A Favor for Liberty
AE arc #381565
My 1st. Video: Agent Martin in the new tutorial zone.
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/