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How to kill player on fall?

xccess78xccess78 Member Posts: 12 Arc User
edited May 2013 in The Foundry
Since it is not possible to build in interior black space without being in a room, I am now setting up my dungeon on outside map, as suggested by someone here.

The problem is though, how do I kill the player when they fall off my flying dungeon?

At least the priest can fall from infinite height without dying, using his "slide" skill before hitting the ground. I would think the mage can do the same.

Second question can I hide the minimap or make it not update? as i want the illusion of a dungeon stay without the ground showing on the minimap.

Thanks in advance fellow builders.
Post edited by xccess78 on

Comments

  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    I've talked about something like this before.

    It was generally considered a bad move to kill your "guest" outright. I'd suggest doing something like locking your player in a magical prison with only an emergency escape. Otherwise you're going to kill people and they are going to need to wait for injuries to heal or spend money.
    Dr. Herc trilogy NWS-DHDPDVTMA
  • zer033zer033 Member Posts: 10 Arc User
    edited May 2013
    You could also put invisible walls around your dungeon edges, that way they can't fall off, but they still have the illusion that they're high up. Since those classes have skills to live a long fall, I don't know. Possibly put random invisible walls below in varying spots that way they never know when to trigger their skill (I don't know exactly how the skill works, is it just a quick push right as you hit? Or activated for a pretty long time?).
  • xccess78xccess78 Member Posts: 12 Arc User
    edited May 2013
    I see your point, but I don't have a problem killing the guest :)
    If you fall of into vast space, you die. Makes you take more care next time of that ogres knockback.
    Problem is there is no vast space, only fake, and ground fall don't kill all classes, no matter how high.
    But I don't think it is possible at the moment.
  • xccess78xccess78 Member Posts: 12 Arc User
    edited May 2013
    zer033 wrote: »
    You could also put invisible walls around your dungeon edges, that way they can't fall off, but they still have the illusion that they're high up. Since those classes have skills to live a long fall, I don't know. Possibly put random invisible walls below in varying spots that way they never know when to trigger their skill (I don't know exactly how the skill works, is it just a quick push right as you hit? Or activated for a pretty long time?).

    That's a neat solution! I will try that. It's a quick push. very effective once you get the hang of it.
  • waeolwenwaeolwen Member Posts: 59 Arc User
    edited May 2013
    Another option might be to place a bunch of Spellplague Fires at the bottom. Then they'll take damage (and eventually die, probably) even if they dodge out of the fall.
  • skeletunskeletun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I believe it was the Wolfden Duneon, but there was one point in the dungeon where the mobs were lined up in front of a pit that we had to tirgger a bridge after defeating them.
    I got knocked into the pit and when falling in I saw it had a bunch of spikes at the bottom (I died). I don't know if this helps, just was wondering if there was some type of map tile associated with that particular encounter that might help.
    Good Luck
  • xccess78xccess78 Member Posts: 12 Arc User
    edited May 2013
    Both spellplague and the mapspecific spikes would do the trick, but would also effectively remove the feeling of a bottomless pit. im gonna check out the spikes though. Could be great for other things :)
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