This happens to me and my friend every time. But, we simply use the exit door on the radar, and then go back in together -- that seems to fix it every time for us. It's inconvenient, but at least there's a work-around.
Funny.. I just stated developing one like that. I'm just faking it, and letting the 'recover their equipment' fairly quickly into the story. We'll see it how it goes...
It seems pretty much all those issues are the same problem - an unused part of an encounter isn't getting killed. These extra mobs are spawned over a death-plane (or sometimes on a trap). In the editor, they die as they should. But in the live version, sometimes they don't. Makes it very hard to test unfortunately. :( One…
Thanks for the feedback! I don't think it's your character. I seem to be getting some issues with timers that behave different in the editor vs live. I'll post a fix asap, if I can figure it out!
Just finished - nice job! I like swamp environments, and the mansion had a lot of items to check out. The spider patrolling over the respawn circle was a nice touch. Combat was reasonable (so many foundry missions are too hard for my poorly-geared solo 68 TR.
Absolutely fantastic quest! The environments were excellent, the overall story was involving, the side-quests were terrific (I really like the underwater one). Kind of challenging combat for a poorly geared 68 TR solo, but not as hard as most (many I can't finish). Can't wait to go back into this one and find a few of the…
Thanks for all the suggestions. I spent the weekend trying a lot of different timer options. I had too many problems trying to use patrol/drop timers. The mobs just were not following the path (even when i put up walls to constrain them. I also tried using multi-mob encounters so I could place some mobs on each side (so…
Ah, thanks. I thought it was within 256'. Guess I'm going to have to go back and change all mine. I wonder if I can "trick" it a bit - by having mobs on both sides of the player (but far away) - so the encounter area is near the player... hmm... Strange how it works perfectly in the editor, but not when published. Ah well.
The Foundry is challenging to work with for sure. But if you ask (more specific) questions here, I think you'll find most other authors are quite helpful. You might find it helpful to visit DM's Studio; it shows you how to implement some interesting effects (see my sig).
Thanks for the info guys! That will indeed make testing very hard. Impossible, in fact, for the DM's Studio :( That one uses teleporters everywhere. I guess I'll have to publish it, and test the published version. Ah well, it's a work in progress anyway. :)
I applaud your attempts to organize and clarify. The problem with I see with the sub-forum idea (which I definitely support) is that, as long as there's a main forum (this one), that's the one people will use. So, I would suggest there should be NO main forum, just sub-forums: - Foundry Use (tips, tricks, tutorials, FAQs,…
You can do it, but you have to use a timer instead. I have a cut-scene where an NPC goes through multiple stages, each triggered by a timer. You can have then start a new patrol route or disappear. The only thing I wasn't able to do was force the NPC to chat; the chat happens randomly after ~20 to 30 seconds.
Same here.. been happening for a few days. I can login my other character, or load a Foundry map, but I can't load my main character. I tried both the Safe and Normal login options, but both disconnect.
Most projectors I have tested point up by default. Change the Pitch to 180 if you want them to point down. Or change the Pitch to 90 and the Rotation to 90 or -90 to point left or right (I have trouble getting that to work consistently though). There's a room showing them all in the DM's Studio.
That's what I did too. I have some 'puzzles' such as a cliff climb / jumping puzzle. You can do it the hard way (jumping), or if you have the Dungeoneering skill you can chop down a tree to create a makeshift ladder. Or if you have Arcana, you can summon lightning to knock down the tree. Or you can find a facsimile…
On my first quest (Weird of the Weather-witch) I have a DM NPC at the very end next to the final chest. He will give more information about the story for those who are interested. He also will provide more info about any of the hidden "accolade" items that the player found. Basically what a real DM would do, for special…
Sure, you could do that. If Encounter 2 is defeated, the Trigger Mob is exposed and killed. When the trigger mob is "component complete", you could have Encounters 1, 3, and 4 vanish if you want. I have a "puzzle" where you can either cut down a tree (if you have dungeoneering) or you can knock the tree over with lightning…
I use something like this for OR-logic too. If I understand it right, the idea is to have multiple actions all trigger the same thing. So, Wall-1 is removed when Action-1 happens, Wall-2 for Action-2, etc. All X actions result in the death of the "trigger mob', thus triggering the same event. So, you could have an…
Just published an update which includes a room showing the different Projections (blood, cracks, ice/frost/snow, dirt, moss, spiderweb, and darkness). I've got them working fine on the floor and ceiling, but not on the walls yet. Not sure why, they work fine on the Crushing Walls trap. I tried different walls, but that…
Well then - maybe it works once published, but the editor tries to be "nice" by drawing those big objects under the smaller ones. I'm testing it in the 3D mode though, not in the editor itself. But still, it could change once published. Guess I'll try that next...
LOL - My edit was just before yours, where I added "water plane" to my list of things that don't work :) Indoor, yes. I tried one of those big Cave Path Discs, and even that showed up under the other stuff.. weird.
Right - I tried tiling it with various floor and roof pieces (with Y = 30 or so), water planes, and depth-fades. But they didn't hide the room. Even though the Y value was higher, they showed under the other stuff.
Not in this case, no. I have some timer rooms that must be within 250', and also some hidden rooms which the player can find via a secret door. The latter are actually part of the same outer room. I want to conceal them from the overhead map if possible.
That sounds like the problem. It was a fairly new issue that appeared even on quests that had no errors before. There was a sticky about it, but it appears to be gone now.
If the answer is in a dialogue, couldn't you just have all wrong answers get to the same dialogue box, which triggers the single encounter? It would be great if the Foundry supported better Boolean logic options, but OR logic is possible without too much work. If you're indoors, just have a mob patrolling across multiple…