I've made the first part of a quest starting from protectors enclave, I can get it to indicate where the entrance is on the map, made an interior for when you've entered. I've added a door to the interior once your inside. However, the door is only active once the quest is complete.
How do you make the door interactive at all times so you can freely enter and leave again before objectives are met and have it place you at the location of the door on the Enclave side when you exit?
Thanks from a nab :P
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
How do you make the door interactive at all times so you can freely enter and leave again before objectives are met and have it place you at the location of the door on the Enclave side when you exit?
Thanks from a nab :P
You can not freely transition between maps, only move linearly. You can fake it by building the two separate areas on one map.
I've made the first part of a quest starting from protectors enclave, I can get it to indicate where the entrance is on the map, made an interior for when you've entered. I've added a door to the interior once your inside. However, the door is only active once the quest is complete.
How do you make the door interactive at all times so you can freely enter and leave again before objectives are met and have it place you at the location of the door on the Enclave side when you exit?
Make two objects; one is the final door that will be used for the final objective to transition out of that map. The other is a door in the same place that is marked as an "abort exit". Have the abort exit version stick out a bit, and have it disappear once the "leave for real" objective is in progress.
Now, if they use the abort exit they will lose any progress made in that interior space, but it allows for a natural transition and an "oh <font color="orange">HAMSTER</font> I don't really want to do this" quest exit that makes spatial sense.
Lastly, any transitions to/from PE will take you to the "correct" place once the quest is published and live (that is, you will end up back at the same door you used to enter). However in the Foundry you will always end up back at the divine plaza or whatever location that is in PE. Don't worry about that bit, that's just a Foundry quirk.
For an example of how this looks/works, see my quest (in sig). Very first area is a room in PE accessed via door where I use the abort exit/regular exit technique just described.
I place a large asset on my map and I can't see anything else under it.
If you have a large asset on your map, it may obscure everything under or around it. A good example is water planes. Click on an object, the "Editor Display Priority" selection box is your tool.
lol I'm glad I finally made time to read this, That's a great tip 'I completely misunderstood how that worked' >.< Thanks for compiling all of this @zovya
1. Mouse Freeze in 2D editor
I've always had this occur due to dragging an asset onto map too fast.
2. 2D editor object display priority - lowest/low/normal/high/highest
Water planes (and others) do not show properly intersected into base map.
They always display above the base map, even if configured at lowest priority.
see: BUG: water planes
3. re: stickies
I'm pretty sure the reason they don't want to add more stickies is due to the forum showing stickies above normal posts on every #$%&* forum search page instead of just the first. I'm going to go add this as a forum bug right now 'cause it's constantly pissing me off. :-) Forum Bug: Stickies
3. re: stickies
I'm pretty sure the reason they don't want to add more stickies is due to the forum showing stickies above normal posts on every #$%&* forum search page instead of just the first. I'm going to go add this as a forum bug right now 'cause it's constantly pissing me off. :-)
Other threads were stickied instead of this one. There should just be one sticky thread, titled "Stickies" and containing all the stickies. Then they could have as many as they felt like without taking up page space.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
3. re: stickies
I'm pretty sure the reason they don't want to add more stickies is due to the forum showing stickies above normal posts on every #$%&* forum search page instead of just the first.
Except they sticked the "Group Foundry Quest" thread quite recently and, no offense to that thread or its participants, this thread is far more important than that one for stickying. IMO.
kingnewbsMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Here's a fun bug I found: if you duplicate a map (to re-visit it in the same quest, for instance), any items placed on non-integer XYZ coordinates will be copied over as rounded integers. So, some stairs placed on X-1000 Y4.2 Z650.45 will be copied to the new map at X-1000 Y4 Z650. If you've spent a long time moving things around by hand so they line up perfectly, this will ruin the duplicate map and you'll have to re-do all the coordinates by hand.
No one has found this work around for the Mouse Freeze yet so here you go. Drag Around the 3D Model Preview when you go to place an object, and it won't freeze.
If the mouse crosses the 3D model preview it will lock into manipulating the model and not the object you are dragging, creating what seems like a freeze.
I've gone so fast when moving assets from the library to the map and the mouse would freeze or actually disappear while crossing the information box about the item. I'll hit Ctrl+S to save and the mouse comes back.
Here's a fun bug I found: if you duplicate a map (to re-visit it in the same quest, for instance), any items placed on non-integer XYZ coordinates will be copied over as rounded integers. So, some stairs placed on X-1000 Y4.2 Z650.45 will be copied to the new map at X-1000 Y4 Z650. If you've spent a long time moving things around by hand so they line up perfectly, this will ruin the duplicate map and you'll have to re-do all the coordinates by hand.
That happens when you have grid-snap turned on when you duplicate the map. It will snap all the values to even numbers. Be sure to turn off grid-snap and angle-snap before duplicating maps.
1) Background sound set in Layout mode for each room should work, right? At least that's what I heard here on forums?
2) I have over 100 bookcases in one room. At some point in the plot, in duplicated map, I want them all to be empty (identical objects, just details in books on shelves). Do I really have to replace them all manually or is there a way to make life easier and do it in bulk?
I've had a bug where if I duplicate a complete map with NPC's, dialogue and all - the first dialogue tree will be set to all objects in the duplicated map. Trees, rocks, everything.
[SIGPIC][/SIGPIC] The entire campaign can be found here:NWS-DQS27OINC
Individual quests:
1. Heeding the Call - NW-DMJCDZ5XJ
2. Bored of the Rings - NW-DFWE3XR6W
3. Draconian Ways - NW-DUNZEJG2J
4. When All is Said and Done... - Look at the picture
2) I have over 100 bookcases in one room. At some point in the plot, in duplicated map, I want them all to be empty (identical objects, just details in books on shelves). Do I really have to replace them all manually or is there a way to make life easier and do it in bulk?
Comments
How do you make the door interactive at all times so you can freely enter and leave again before objectives are met and have it place you at the location of the door on the Enclave side when you exit?
Thanks from a nab :P
Make two objects; one is the final door that will be used for the final objective to transition out of that map. The other is a door in the same place that is marked as an "abort exit". Have the abort exit version stick out a bit, and have it disappear once the "leave for real" objective is in progress.
Now, if they use the abort exit they will lose any progress made in that interior space, but it allows for a natural transition and an "oh <font color="orange">HAMSTER</font> I don't really want to do this" quest exit that makes spatial sense.
Lastly, any transitions to/from PE will take you to the "correct" place once the quest is published and live (that is, you will end up back at the same door you used to enter). However in the Foundry you will always end up back at the divine plaza or whatever location that is in PE. Don't worry about that bit, that's just a Foundry quirk.
For an example of how this looks/works, see my quest (in sig). Very first area is a room in PE accessed via door where I use the abort exit/regular exit technique just described.
+1 to make this thread a sticky.
lol I'm glad I finally made time to read this, That's a great tip 'I completely misunderstood how that worked' >.< Thanks for compiling all of this @zovya
A few comments:
1. Mouse Freeze in 2D editor
I've always had this occur due to dragging an asset onto map too fast.
2. 2D editor object display priority - lowest/low/normal/high/highest
Water planes (and others) do not show properly intersected into base map.
They always display above the base map, even if configured at lowest priority.
see: BUG: water planes
3. re: stickies
I'm pretty sure the reason they don't want to add more stickies is due to the forum showing stickies above normal posts on every #$%&* forum search page instead of just the first. I'm going to go add this as a forum bug right now 'cause it's constantly pissing me off. :-)
Forum Bug: Stickies
Encounter Matrix | Advanced Foundry Topics
Thanks, made the changes.
Except they sticked the "Group Foundry Quest" thread quite recently and, no offense to that thread or its participants, this thread is far more important than that one for stickying. IMO.
It was not on first page, so
I haiku bumped it.
I've gone so fast when moving assets from the library to the map and the mouse would freeze or actually disappear while crossing the information box about the item. I'll hit Ctrl+S to save and the mouse comes back.
That happens when you have grid-snap turned on when you duplicate the map. It will snap all the values to even numbers. Be sure to turn off grid-snap and angle-snap before duplicating maps.
Please! Just got burned again myself. I had the problem with cave entrance teleporters and forgot it was all.
Encounter Matrix | Advanced Foundry Topics
I forgot to add it. I just did in now.
1) Background sound set in Layout mode for each room should work, right? At least that's what I heard here on forums?
2) I have over 100 bookcases in one room. At some point in the plot, in duplicated map, I want them all to be empty (identical objects, just details in books on shelves). Do I really have to replace them all manually or is there a way to make life easier and do it in bulk?
Now featured!
'A wayward child' is currently taken down for upgrades
The entire campaign can be found here: NWS-DQS27OINC
Individual quests:
1. Heeding the Call - NW-DMJCDZ5XJ
2. Bored of the Rings - NW-DFWE3XR6W
3. Draconian Ways - NW-DUNZEJG2J
4. When All is Said and Done... - Look at the picture
So don't expect it to go away any time soon.
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Manually, I think.
Oh, awesome. Good times ahead.
Now featured!
'A wayward child' is currently taken down for upgrades