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[Community FAQ] Tips, Manuals, Tutorials, & Bugs

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  • neverhofneverhof Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 174 Bounty Hunter
    edited May 2013
    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
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    neverhof wrote: »
    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.
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    neverhof wrote: »
    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.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • neverhofneverhof Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 174 Bounty Hunter
    edited May 2013
    Thanks for the help. Seemed a bit strange your essentially stuck once you've entered a quest zone with aborting.

    +1 to make this thread a sticky.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Made some groovy updates. Not the regular kind, groovy ones.
  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited May 2013
    I wish they would roll out fixes faster >.< well of course I do lol :
    jlTYaLC.gif
    1.jpglXK5k1F.png
  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited May 2013
    I see that this is still not stickied, what the hell Cryptic?
    There is a rumor floating around that I am working on a new foundry quest. It was started by me.
  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited June 2013
    zovya wrote: »
    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
    jlTYaLC.gif
    1.jpglXK5k1F.png
  • eldartheldarth Member Posts: 4,494 Arc User
    edited June 2013
    @zovya - yet another excellent thread, thanks!

    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 #$%&* forum search page instead of just the first. I'm going to go add this as a forum bug right now 'cause it's constantly pissing me off. :-)
    Forum Bug: Stickies
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited June 2013
    eldarth wrote: »
    3. re: stickies
    I'm pretty sure the reason they don't want to add more stickies is due to the forum showing stickies above normal posts on every #$%&* 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.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    @eldarth

    Thanks, made the changes.
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited June 2013
    eldarth wrote: »
    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.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    Big fat bucking fump.
  • ariusdecimusariusdecimus Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Grats on the animated cutscene! (bump)
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited June 2013
    Needed this great thread.
    It was not on first page, so
    I haiku bumped it.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • kingnewbskingnewbs Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc 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.
    [Beholder] - The Crimson Queen - Trickster Rogue
  • thehuntress#2050 thehuntress Member Posts: 119 Arc User
    edited June 2013
    lemonkingi wrote: »
    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.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    kingnewbs wrote: »
    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.
  • toyeverdaletoyeverdale Member Posts: 91
    edited June 2013
    This should be stickied!
  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited June 2013
    Since this thread refuses to be stickied I will do my level best to keep it close to the stickies.
    There is a rumor floating around that I am working on a new foundry quest. It was started by me.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited June 2013
    zovya wrote: »
    This is another one I need to add to the FAQ. Here's a link that describes the math involved in getting it right.
    http://nw-forum.perfectworld.com/showthread.php?171591-Teleporters-rotation-madness-solved

    Please! Just got burned again myself. I had the problem with cave entrance teleporters and forgot it was all.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    eldarth wrote: »
    Please! Just got burned again myself. I had the problem with cave entrance teleporters and forgot it was all.

    I forgot to add it. I just did in now.
  • delthanindelthanin Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 188 Bounty Hunter
    edited June 2013
    Bumping for usefulness
  • neverhofneverhof Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 174 Bounty Hunter
    edited June 2013
    Bumpity bumpity.
  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited June 2013
    *rubs glue on this thread*
    There is a rumor floating around that I am working on a new foundry quest. It was started by me.
  • eskarineeskarine Member Posts: 0 Arc User
    edited June 2013
    Guys, two question.

    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?
  • sourcreamkingsourcreamking Member, Neverwinter Beta Users Posts: 268 Bounty Hunter
    edited June 2013
    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 ;)
  • zahinderzahinder Member Posts: 897 Arc User
    edited June 2013
    Note that the map duping bug has been around on STO for two years.

    So don't expect it to go away any time soon.
    Campaign: The Fenwick Cycle NWS-DKR9GB7KH

    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?
  • aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
    edited June 2013
    eskarine wrote: »
    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?

    Manually, I think.
    JtuEMvw.jpg
  • eskarineeskarine Member Posts: 0 Arc User
    edited June 2013
    Manually, I think.

    Oh, awesome. Good times ahead.
This discussion has been closed.