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Yubos, also your best friend in R2

Posted: Thu Sep 21, 2006 7:29 pm
by rme2001
Here's something i wanted to share with other people that are working on an adventure:

If your making a trigger heavy scene, for ex, talking to someone triggers the start of a mission, the mission start triggers a timer, when timer finishes mission objetives spawn, ect. It can happen that somewhere you misdefined a trigger or event.

Instead of going over it all again, i use Yubo's to check if certain events are actually triggered.

Example: If you want to know when the timer ends, or if it actually starts(something that is hard to figure out when your testing it, other then counting yourself) Place a Yubo in obvious spot, and link the activation of the timer to the death of the Yubo, so you know, as soon as the Yubo dies, the timer is active. Ofcourse you can also choose to let it die as the timer deactivates.

There are loads of other uses for creatures in in this way, use them to make your designing easyer.

Re: Yubos, also your best friend in R2

Posted: Sat Sep 30, 2006 9:05 pm
by dlice
that works.

I usually use a dialog which send messages, either broadcast or message to AM.

Your method is more fun though :)

Re: Yubos, also your best friend in R2

Posted: Sun Oct 01, 2006 12:04 am
by otaku157
I am envisioning players suddenly coming upon a hidden cache of dead yubos in your scenario :D

Which would amuse me greatly, because I am easily amused :p

Re: Yubos, also your best friend in R2

Posted: Fri Oct 06, 2006 10:52 am
by kayak
working the other way round if your an Am you could have a stash of yubos in an area where your homins can't or won't get to. their death could cause triggers fx spawning more mobs or killing some off depending how your adventurers are doing

Re: Yubos, also your best friend in R2

Posted: Mon Oct 16, 2006 1:47 am
by seawe
omg we have the start of ritualistic killing here! ;O

;)

Re: Yubos, also your best friend in R2

Posted: Thu Nov 02, 2006 9:25 pm
by nephy13
The idea of spawning yubos to check if triggers are really being triggered is a good one. Thanks!
kayak wrote:working the other way round if your an Am you could have a stash of yubos in an area where your homins can't or won't get to. their death could cause triggers fx spawning more mobs or killing some off depending how your adventurers are doing
I hate to put a dampeners on the slaughter of yubos, but you can fire off "user triggers" when you are in AM mode. By adding events to those triggers, you can do anything you want to interact with the scenario components.

Erm, you could just keep the yubos as kill-toys anyway. Do you really need an excuse?