Feedback on first scenario :)
Posted: Sun Oct 01, 2006 2:57 pm
Some of the things i noticed (some may still be due to me been unexperienced, some happen all the time):
- Spawn of Boss mob group following death of other groups:
If more than one group selected as a condition for the Boss group to spawn in same window, it doesn't work: i had to link spawn of group 2 to death of group 1. then spawn of 3 to death of 2 and spawn of boss to death of 3 (3 conditions in edit on the 3 groups:
Having condition of death of 1 , 2 and 3 on boss group doesn't seem to work...
- Dialogue condition:
Start spawn or start anything when Dialogue X is at step YYY: never managed to have this one working...
Maybe i do something wrong, i dunno but all my actions worked when linked to death of mobs or to give/take mission, they never seem to work when linked to part of dialogue condition... (if anyone managed this one, please let me know )
- Collect items missions:
The Plot items are not tradable and that can bring some problems with teams:
I made condition for final victory to bring back 'Cute totem" and "Bandit blood" which were in 2 different chests: the chest have been opened by 2 different players and they couldnt trade them hence could not give both same time: they never had victory message ...
- Saved version: I saved 2 versions of scenario: Goary and Goary V2 as I made some adjustment. After a while, i cannot load Goary V2 anymore: everytime it brings me back to Goari...
I did not try to load another map scenario (started a PR one) due to very high load time, but dunno why V2 doesnt load.
As well, a file (saved scenario) where one could manage-delete scenario could be useful...
I LOVE:
- Ability to control NPC_Mobs and to make them die at will or just come to you:
Was very helpful when the last team spawned the 6 Bosses: i killed two and collected 3 so they could kill them in turn after i released them
Little tip to beginners:
Beware the small boxes that are ticked or unticketed in Properties:
those might make you lose a lot of time:
Example:
- Autostart on dialogue when u want dialogue to start only at one condition (after mission)
- Auto Spawn on Mobs which you want to spawn at a precised time: (autospawn= spawned on login)
- Spawn-No Spawn of mobs: annoying when a full group of mobs respawn on your guests at same moment as they are fighting a boss
I hate:
-WTF with the barriers: they all count as one entity.... I wanted to make a race track, result my entity budget is used... A race track on a map ain't enough for ppl to have fun
Pls make groups of barriers or make them extensible as the areas so that we can make things with them...
SUGGESTIONS:
- About the areas, could be a good idea to linked them to the NPC on them in order to make them Permanent or Current Act Only: Doesnt make sense to have some mobs disapearing from one act to the other and still have area onto them.
I understand some permanent NPC need areas to be carried over from one act to another that's why linking them to NPC status would make more sense..
- Spawn of Boss mob group following death of other groups:
If more than one group selected as a condition for the Boss group to spawn in same window, it doesn't work: i had to link spawn of group 2 to death of group 1. then spawn of 3 to death of 2 and spawn of boss to death of 3 (3 conditions in edit on the 3 groups:
Having condition of death of 1 , 2 and 3 on boss group doesn't seem to work...
- Dialogue condition:
Start spawn or start anything when Dialogue X is at step YYY: never managed to have this one working...
Maybe i do something wrong, i dunno but all my actions worked when linked to death of mobs or to give/take mission, they never seem to work when linked to part of dialogue condition... (if anyone managed this one, please let me know )
- Collect items missions:
The Plot items are not tradable and that can bring some problems with teams:
I made condition for final victory to bring back 'Cute totem" and "Bandit blood" which were in 2 different chests: the chest have been opened by 2 different players and they couldnt trade them hence could not give both same time: they never had victory message ...
- Saved version: I saved 2 versions of scenario: Goary and Goary V2 as I made some adjustment. After a while, i cannot load Goary V2 anymore: everytime it brings me back to Goari...
I did not try to load another map scenario (started a PR one) due to very high load time, but dunno why V2 doesnt load.
As well, a file (saved scenario) where one could manage-delete scenario could be useful...
I LOVE:
- Ability to control NPC_Mobs and to make them die at will or just come to you:
Was very helpful when the last team spawned the 6 Bosses: i killed two and collected 3 so they could kill them in turn after i released them
Little tip to beginners:
Beware the small boxes that are ticked or unticketed in Properties:
those might make you lose a lot of time:
Example:
- Autostart on dialogue when u want dialogue to start only at one condition (after mission)
- Auto Spawn on Mobs which you want to spawn at a precised time: (autospawn= spawned on login)
- Spawn-No Spawn of mobs: annoying when a full group of mobs respawn on your guests at same moment as they are fighting a boss
I hate:
-WTF with the barriers: they all count as one entity.... I wanted to make a race track, result my entity budget is used... A race track on a map ain't enough for ppl to have fun
Pls make groups of barriers or make them extensible as the areas so that we can make things with them...
SUGGESTIONS:
- About the areas, could be a good idea to linked them to the NPC on them in order to make them Permanent or Current Act Only: Doesnt make sense to have some mobs disapearing from one act to the other and still have area onto them.
I understand some permanent NPC need areas to be carried over from one act to another that's why linking them to NPC status would make more sense..