Yeah, looked like what she did was had a 'dialogue' with the gate or with an invis object, and set events to happen based on which dialogue prompts were reached (by having NPCs appear, act out a part, then disappear, LRR (lather rinse repeat))...
Actually, quite ingenious in my opinion, very simple, elegant approach.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
@nokturnel may have to pause to see the dialogue, but she is getting the keys from his pocket while the player distracts the guard insulting his mother. But I like your suggestion, I might consider something like that.
@zuviele I published it briefly, worked great. I don't use traps with my timers anyway.
There is a rumor floating around that I am working on a new foundry quest. It was started by me.
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ariusdecimusMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
I think I've figured out how you did everything here. Can I share, or do you plan on making a thread for it like you did with the timers (brilliant, by the way)? Also, you use one of the ghosts that disappears when close, right? That's the only way I found to make it work.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I think I've figured out how you did everything here. Can I share, or do you plan on making a thread for it like you did with the timers (brilliant, by the way)? Also, you use one of the ghosts that disappears when close, right? That's the only way I found to make it work.
I'm not planning on doing a tutorial or anything, hopefully this will inspire creativity in the community.
Very interesting. I hope someone breaks down how this was done. I'd like to give this a try once I get some practice and a bit more adept in the foundary.
Just finished up my first cut scene as well. I made it just as an easter egg to test it, took people's advice on trapping the mobs in invisible walls for when it's published. Works great while testing in the Foundry. It's basically just an npc walking around blowing out candles to turn off the lights. (timed the lights turning off and the npcs patrolling while spawning/despawning to the Component complete of encounters dying to traps)
BTW you can do 2 types of cut-scenes. One can trigger off of dialogue choices, so as you talk to an npc or detail things can happen in the foreground/background and the other requires trap placement and encounters. (You could also use guard encounter instead of traps to kill the trigger encounter) I used both. Still got a bunch of work to finish up for my 2nd quest though and don't want to ruin any surprises. Don't mean to toot my own horn but this quest is going to be pretty epic and have some cool easter eggs in it.
Also, some tips for creating encounter timed cutscenes. Spitting Spiders have a really low base health so they work real well as short timers and Skeletons work good for longer ones.The Scything Blade Trap does the highest damage per hit and triggers with the npc just standing on it. So add/place those till you get the timing right. (I used 8 of them on the spitting spiders and 10 on the skels to get the timing right) Be aware of the 50 traps max limit though.
I think I know how you've managed this, I'd still prefer a proper cut scene editor though as this method is a bit clumsy. Grats on your discovery anyway.
Also, some tips for creating encounter timed cutscenes. Spitting Spiders have a really low base health so they work real well as short timers and Skeletons work good for longer ones.The Scything Blade Trap does the highest damage per hit and triggers with the npc just standing on it. So add/place those till you get the timing right. (I used 8 of them on the spitting spiders and 10 on the skels to get the timing right) Be aware of the 50 traps max limit though.
Trap timers don't work well with level scaling, not at all. To give you an idea, I set up a trap timer to take about 1 minute at level 21. At level 57 it was taking more than 10 minutes. The only solution for me was to use a dialogue to "ask" the pc what level they were before the timer started, as there is no map owner level variable we can access in the editor, and then use those prompts to add in more traps.
I got it working, but it's ugly and not very consistent. I wouldn't recommend using them unless you've tested it across a wide level range, or include a "works best at level X" in the description.
Thanks for posting this. I took one look at the video and it was apparent how it was done, but I never would have put the pieces together had you not laid them out like that. Now I can come up with an epic finale for my next quest. Thanks for the R&D
Comments
Actually, quite ingenious in my opinion, very simple, elegant approach.
@zuviele I published it briefly, worked great. I don't use traps with my timers anyway.
@thelastria LOL
Everyone else, thanks!
Srsly.
I'm not planning on doing a tutorial or anything, hopefully this will inspire creativity in the community.
BTW you can do 2 types of cut-scenes. One can trigger off of dialogue choices, so as you talk to an npc or detail things can happen in the foreground/background and the other requires trap placement and encounters. (You could also use guard encounter instead of traps to kill the trigger encounter) I used both. Still got a bunch of work to finish up for my 2nd quest though and don't want to ruin any surprises. Don't mean to toot my own horn but this quest is going to be pretty epic and have some cool easter eggs in it.
Also, some tips for creating encounter timed cutscenes. Spitting Spiders have a really low base health so they work real well as short timers and Skeletons work good for longer ones.The Scything Blade Trap does the highest damage per hit and triggers with the npc just standing on it. So add/place those till you get the timing right. (I used 8 of them on the spitting spiders and 10 on the skels to get the timing right) Be aware of the 50 traps max limit though.
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
Trap timers don't work well with level scaling, not at all. To give you an idea, I set up a trap timer to take about 1 minute at level 21. At level 57 it was taking more than 10 minutes. The only solution for me was to use a dialogue to "ask" the pc what level they were before the timer started, as there is no map owner level variable we can access in the editor, and then use those prompts to add in more traps.
I got it working, but it's ugly and not very consistent. I wouldn't recommend using them unless you've tested it across a wide level range, or include a "works best at level X" in the description.
Okay, Panic.
A short solo hack-n-slash: The Dirty Dwarf