Is it possible to remove the interact sparkle on objects? Sometimes I would like players to search for things rather than have a sparkling "look here" advertisement.
Is it possible to remove the interact sparkle on objects? Sometimes I would like players to search for things rather than have a sparkling "look here" advertisement.
Cheers
To my knowledge there is no way to take the sparkles off of the object, but you could make it just a regular object until a certain point in the story.
1. Set regular object to appear immediately.
2. When component/story A happens have the regular object set to disappear.
3. Set the interact object to appear when component/story A happens.
4. Player is sent to look for item.
I know this isn't the perfect solution for what I think you are trying to go for, but the player will have to remember seeing the object before they return to retrieve it. I hope this helps.
Also, if the item is specifically part of your storyline you can turn off the quest trail so that it doesn't lead the player directly to the object.
The Secret to Paradise: NWS-DCV313OOCFOUNDRY DAILY Part 1 - Paradise Lost? NW-DDMMIKYTB Part 2 - Into the Mist NW-DIJXRI4NT Part 3 - Wind of The North NW-DFB9K8KWH
Thanks for the reply. It seems turning off the sparkling bread crumbs to the next component is the best option. I was hoping that a player could go into a room full of boxes, books, stuff and have to search for things rather than have them obvious. Easter eggs, that sort of thing. No biggie. Cheers.
If you want to force a player to search, you can turn off waypoints on the objectives and then make 6-8 things sparkle (there's a lighting FX for it, or you can make them interactable but not a plot item) including the object they need. Just don't go TOO overboard on it and blind people with all the effects :P
Is it possible to remove the interact sparkle on objects? Sometimes I would like players to search for things rather than have a sparkling "look here" advertisement.
Cheers
The only way I have found to do this is with the use of invisible walls. When you set an interact on an invisible wall you don't get the sparkles. It take's a bit of effort in positioning, for example a small object on the floor, you need to angle the wall so you only get the corner covering the object and rest underground but it works very well. This also works for npc's if you don't want the chat cam video thing. As for the trail you can turn it off but in my experience people don't like that.
you can kinda turn off breadcrumbs with the point area none selection.
there are a few non sparkle tricks.
is invisible walls don't sparkle but are interactible put it behind the item.
you can make the item only visible if they have a item/skill
have 2 of the item they need to find lets say scroll. the first scroll is not sparkly or interactable but if they interact with something else near it or hit a dialog option the you make a sparkly version appear in same position with higher priority. then it vanishes when the sparkly is used.
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neverwinter1776Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
Invisible wall (or any invisible (RED)detail) is the best solution.
Unfortunately, these are often too large to be practical.
Though if you do have the luxury of just using the tip and hiding the bulk of of it underneath or above etc, then you can do this. But a lot of times this would get in the way and block the player.
I use the invisible Wall for unlocking doors (Use the invisible wall as the lock-- then swap the static door for the animated one) all the time cause I hate sparkly doors everywhere LOL
I do also, and will be implementing this in my next adventure -- making a few more "red herring" items sparkle too, so the player has to hopefully look a bit harder to determine which sparkly is the right sparkly.
Comments
To my knowledge there is no way to take the sparkles off of the object, but you could make it just a regular object until a certain point in the story.
1. Set regular object to appear immediately.
2. When component/story A happens have the regular object set to disappear.
3. Set the interact object to appear when component/story A happens.
4. Player is sent to look for item.
I know this isn't the perfect solution for what I think you are trying to go for, but the player will have to remember seeing the object before they return to retrieve it. I hope this helps.
Also, if the item is specifically part of your storyline you can turn off the quest trail so that it doesn't lead the player directly to the object.
Part 1 - Paradise Lost? NW-DDMMIKYTB
Part 2 - Into the Mist NW-DIJXRI4NT
Part 3 - Wind of The North NW-DFB9K8KWH
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The only way I have found to do this is with the use of invisible walls. When you set an interact on an invisible wall you don't get the sparkles. It take's a bit of effort in positioning, for example a small object on the floor, you need to angle the wall so you only get the corner covering the object and rest underground but it works very well. This also works for npc's if you don't want the chat cam video thing. As for the trail you can turn it off but in my experience people don't like that.
there are a few non sparkle tricks.
Unfortunately, these are often too large to be practical.
Though if you do have the luxury of just using the tip and hiding the bulk of of it underneath or above etc, then you can do this. But a lot of times this would get in the way and block the player.
I use the invisible Wall for unlocking doors (Use the invisible wall as the lock-- then swap the static door for the animated one) all the time cause I hate sparkly doors everywhere LOL
I do also, and will be implementing this in my next adventure -- making a few more "red herring" items sparkle too, so the player has to hopefully look a bit harder to determine which sparkly is the right sparkly.
NW1776