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[question] message on screen

weasougweasoug Member Posts: 0 Arc User
edited May 2013 in The Foundry
Hi there, all.

I have my quest set to when you walk to a point a message come on the screen,

but to do this I found they only way was by placing a "place Marker" and attaching a "Reach Point" with the message in that.
and it works fine, But my question is, can I still do this without the use of the "Reach Point", as I don't want it to show as a objective, I have turned 'way-points' off that helps, but it still shows in the tracker.

Thanks for your time
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Post edited by weasoug on

Comments

  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    I think the best thing you can do is force some roleplay interaction.

    Are you entering the torture room of your castle and you want your guest to know it? Place a door with dialogue checks and have your guest kick the door down or something.
    Dr. Herc trilogy NWS-DHDPDVTMA
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    The easiest way I have found for this is the invisible clicky. It gives the player a sparkly floating where you put it (in the air, on the ground, etc) that they click for the message. I use it at the start of every major room for the "DM's Voice" in one of my dungeons. I'm sure you can be creative and find other ways to get that information to the player but I wanted something that had that old school D&D feel. That said I'm considering making the last room of that dungeon a 10 x 10 room, with a goblin defending the treasure chest..
    Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    Thanks @hercul33t and @coanunn for the suggestions, but I guess I should have posted what I'm doing, as what you have both said I have made a note of them, as there great.

    So what it is, you have entered like a massive room, though a trap door, the lights have gone out, you have no way to put them back on, now when you reach one point of the room (a message come's on screen), ect, and the longer it takes you, to get to the over side where the door is, the descent into madness you get, (ie the messages that pop up on the screen).

    Hope that helps, in what I'm trying to do.
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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    That description was a bit vague, but I don't think what you're describing is possible (or maybe even a good idea. Total darkness while moving is not very popular, for good reason).
  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    everything is not all final, as you know we change how things work all the time, its why we like to play god, lol

    Lets say, you have entered a dungeon, you kill things as you make you way down to the boss, messages come on the screen when you reach points I have placed, so far the only way I can do it is by a "Reach Point" but it shows on the quest tracker, of what I don't want it to do, as when you get to that point you get, the complete message, and its put to be like a message you think to yourself.
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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    You can hide these markers from the map (set path to None), and you can create quest objectives that don't reveal what's going on (even going so far as to use the same objective name several times in the row, making it appear to not change).

    If you want to present the user with onscreen messages like that, this is the only method that works.
  • watever2watever2 Member Posts: 38 Arc User
    edited May 2013
    What your talking about is a trigger activated system message which isn't in the editor. Like tilt42 said the only way would be to make Reach Point quest objectives with the same "Quest Text" as the next quest and use the "Reach Text" to display the message...... Except every time you entered the area it would say quest complete...... I don't think what your asking is possible to be honest.
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    tilt42 wrote: »
    You can hide these markers from the map (set path to None), and you can create quest objectives that don't reveal what's going on (even going so far as to use the same objective name several times in the row, making it appear to not change).

    If you want to present the user with onscreen messages like that, this is the only method that works.

    Yeah, I'm going to have to agree with Tilt on this one. You can certainly use smoke and mirrors and theater of the mind by using the same objective several times so they aren't getting a tracker update that they realize is different. That said, what you are trying to present is really something that is outside the current scope of the Foundry. Madness is a touchy subject, it has to be handled very carefully because you obviously don't want the player to be turned off by it, and being in a completely dark area with no frame of reference and required movement is certainly going to be annoying if not upsetting to the player. Remember, the madness happens to the character, not the player.
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  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    You can hide these markers from the map (set path to None), and you can create quest objectives that don't reveal what's going on (even going so far as to use the same objective name several times in the row, making it appear to not change).

    If you want to present the user with onscreen messages like that, this is the only method that works.

    I always already doing something like that, from my first post,

    Objective - Reach Point - 'path to None' = the message in here.
    Place Maker - Where the message spawns.

    I use the same objective name, but when you reach the Marker, it says quest complete, and I don't want that to show, but from what you said I can 'can create quest objectives that don't reveal what's going on' how is this done.

    Thanks again for your time.
    Artificer.jpg

    Officer of Dungeon Masters Foundry-Guild on the Dragon server.
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  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    weasoug wrote: »
    everything is not all final, as you know we change how things work all the time, its why we like to play god, lol

    Lets say, you have entered a dungeon, you kill things as you make you way down to the boss, messages come on the screen when you reach points I have placed, so far the only way I can do it is by a "Reach Point" but it shows on the quest tracker, of what I don't want it to do, as when you get to that point you get, the complete message, and its put to be like a message you think to yourself.

    Place npc's and give them chatter. It will appear on the screen. I use this at the start of my map, so you can see the chat through the door.
    Dr. Herc trilogy NWS-DHDPDVTMA
  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    hercul33t wrote: »
    Place npc's and give them chatter. It will appear on the screen. I use this at the start of my map, so you can see the chat through the door.

    That is investing, I like that, would it work if the npc is behind a wall. so say you are walking down a passage, and I put one behind the wall to talk like you said. as I wouldn't want them target-able. thanks
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  • zekrallmizzrymzekrallmizzrym Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 101 Bounty Hunter
    edited May 2013
    Sadly you cant make DM style text pop up anytime you like.

    You can fudge it a little, use story points all with the same name (so the player does not see objectives changing as they reach each point) leading to different markers.

    Or use dialogue on objects.
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  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    weasoug wrote: »
    That is investing, I like that, would it work if the npc is behind a wall. so say you are walking down a passage, and I put one behind the wall to talk like you said. as I wouldn't want them target-able. thanks


    Yup, you can see the chatter through the walls. You'll just need to work on timing unless you just do - spawn 1x NPC, then spawn 2x NPC, spawn 10x NPC to make more and more "crazy voices" as you decend into madness.

    It would actually be a neat effect to have multiple voices in a dark room, letting a player think there are others in there with him, the flip on a light source revealing you are alone.

    But I mean, that's just my preference for interesting maps.
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  • veeiveei Member Posts: 141 Arc User
    edited May 2013
    weasoug wrote: »
    I always already doing something like that, from my first post,

    Objective - Reach Point - 'path to None' = the message in here.
    Place Maker - Where the message spawns.

    I use the same objective name, but when you reach the Marker, it says quest complete, and I don't want that to show, but from what you said I can 'can create quest objectives that don't reveal what's going on' how is this done.

    Thanks again for your time.

    This is what I do now and yes I agree, I dont like the "complete" message to appear, but its the only thing we have at the moment.
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  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    hercul33t wrote: »
    Yup, you can see the chatter through the walls. You'll just need to work on timing unless you just do - spawn 1x NPC, then spawn 2x NPC, spawn 10x NPC to make more and more "crazy voices" as you decend into madness.

    It would actually be a neat effect to have multiple voices in a dark room, letting a player think there are others in there with him, the flip on a light source revealing you are alone.

    But I mean, that's just my preference for interesting maps.

    You can also do this with the Depth Fade effect, as anything placed "inside" it won't be visible. You could infact create a well lit hallway, place the depthfade effect along the walls, floor and ceiling and you will have the "blacked out" effect but the light persists so the player has the ability to see where they are going (the object at the end of the hall of darkness. You then can place your chatter npc's in the darkness. Again, this a good way to separate annoying the player from showing the character having a descent into madness.

    +1 for Hercul33t
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  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    hercul33t wrote: »
    Yup, you can see the chatter through the walls. You'll just need to work on timing unless you just do - spawn 1x NPC, then spawn 2x NPC, spawn 10x NPC to make more and more "crazy voices" as you decend into madness.

    It would actually be a neat effect to have multiple voices in a dark room, letting a player think there are others in there with him, the flip on a light source revealing you are alone.

    But I mean, that's just my preference for interesting maps.

    I will try this. as I think I could place a "Place Marker" and set the npc to spawn when you walk into the zone, the only thing I can't work out is not to have them visible. as I was going to do like a Doctor who type thing, ie the start of the show though a worm hole. in hallway, so as you walk down the hallway to the exit, the messages come up.

    As I cant seem to get the npc to say anything if I a place a small hallway beside the main hallway.
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  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    coanunn wrote: »
    You can also do this with the Depth Fade effect, as anything placed "inside" it won't be visible. You could infact create a well lit hallway, place the depthfade effect along the walls, floor and ceiling and you will have the "blacked out" effect but the light persists so the player has the ability to see where they are going (the object at the end of the hall of darkness. You then can place your chatter npc's in the darkness. Again, this a good way to separate annoying the player from showing the character having a descent into madness.

    +1 for Hercul33t

    Oh yes, this is interesting, I love it.
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  • hercul33thercul33t Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 190 Bounty Hunter
    edited May 2013
    weasoug wrote: »
    I will try this. as I think I could place a "Place Marker" and set the npc to spawn when you walk into the zone, the only thing I can't work out is not to have them visible. as I was going to do like a Doctor who type thing, ie the start of the show though a worm hole. in hallway, so as you walk down the hallway to the exit, the messages come up.

    As I cant seem to get the npc to say anything if I a place a small hallway beside the main hallway.

    Coannun above had a very good suggestion for blocking out light. That way you can just spawn the NPC' on triggers.

    I would create an invisible wall about a foot wide running down the length of your room and spawning the npc's inside of it. This would serve a few purposes. You wouldn't be able to interact with the NPC's, you could get them real close to the player and you save a room in your budget, allowing you to do multiple encounters like this if need be.
    Dr. Herc trilogy NWS-DHDPDVTMA
  • weasougweasoug Member Posts: 0 Arc User
    edited May 2013
    hercul33t wrote: »
    Coannun above had a very good suggestion for blocking out light. That way you can just spawn the NPC' on triggers.

    I would create an invisible wall about a foot wide running down the length of your room and spawning the npc's inside of it. This would serve a few purposes. You wouldn't be able to interact with the NPC's, you could get them real close to the player and you save a room in your budget, allowing you to do multiple encounters like this if need be.


    Yes that works. I was going to say, or ask about an invisible wall =, thanks again
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