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September 12th, 2006, 04:01 PM | #1 |
Join Date: Nov 2004
Location: If you need to, you know where to find me.
Posts: 1,154
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A few quick questions on success/failure, respawning, and leaving a scenario.
1. How do I set a success or failure criteria on my scenario. I would like to be able to trigger some Broadcast messages stating the filure condition, and boot the players.
2. I was in play test mode for my scenaio and died. Somehow this did not appear to be a failure criteria by default. I was the only player in the scenario, this being the case I would have expected the entire scenario to reset to Act 1 after the whole party (just me) died. When I respawned and everything was just as it was left. 3. I have not had the pleasure of playing a scenario yet, but I was wondering. How do I get out of a scenario if I am not enjoying it. Must I use a teleport ticket or is there a way to exit the scenario? I hope someone can help me out here. |
September 12th, 2006, 05:14 PM | #2 |
Join Date: Jun 2006
Posts: 206
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Re: A few quick questions on success/failure, respawning, and leaving a scenario.
1. no reason why you cant have a broadcast message, eg event-when princess dies, play conversation 1. Where conversation 1 is a broadcast message stating that the Princess is dead, you have failed your mission to save her, the scenario is over. Better yet add a backup mission that activates to retrieve her body/casket and take it back to her family or something as an ending. Booting the players is a bit ugly, would prefer a pop up box at the end of a scenario (that is triggered) with a button to return to mainland or something, and a letter/text/message saying thank you or whatever.
2. ugly way to overcome this- you could set up two areas arround the entrance spawn point, the most furthest out area when entered by a player activates the first area(thats directly on a spawn point) maybee using some sort of delay, then upon players entering the first area again by spawning, add events like system message that "scenario is over, princess died, please leave", or regarding the reseting, on player entry NPC 1 goes back to position 1 etc, also for this, make sure missions are repeatable etc. You could add an NPC at the spawnpoint that activates upon area 1 entry also, giving a tip or two on how to suceed better also. 3. Would like to know the answer to that too. |
September 12th, 2006, 06:32 PM | #3 | |
Join Date: Dec 2004
Posts: 1,326
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Re: A few quick questions on success/failure, respawning, and leaving a scenario.
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September 17th, 2006, 09:08 AM | #4 | |
Re: A few quick questions on success/failure, respawning, and leaving a scenario.
Quote:
__________________
- Kaetemi [Kami] [Fyros] [Elder of Atys] [NeL Developer] Rebuild the Kami faction and save Atys from the Karavan! Join the Kami Alliance! Freedom to the Players! |
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September 17th, 2006, 09:22 AM | #5 | |
Re: A few quick questions on success/failure, respawning, and leaving a scenario.
Quote:
__________________
- Kaetemi [Kami] [Fyros] [Elder of Atys] [NeL Developer] Rebuild the Kami faction and save Atys from the Karavan! Join the Kami Alliance! Freedom to the Players! |
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September 20th, 2006, 05:44 PM | #6 |
Join Date: Sep 2004
Posts: 813
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Re: A few quick questions on success/failure, respawning, and leaving a scenario.
Just do the pretty thing, pop up box with complete, transfer them to a small beautiful tryker decorated room with a fluffy Kami, who gives rewards and presents and hugs when you talk to him, and has an option to transfer to mainland
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