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Where are the switches?

paddymaxsonpaddymaxson Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 87
edited May 2013 in The Foundry
Hello!

Does anybody know how the hell I place a switch or lever in the foundry?

It's not very well laid out so I've no idea where they're hidden

Thanks

Paddy
Post edited by paddymaxson on

Comments

  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    There aren't any switches or levers in the Foundry.
  • ireniicusireniicus Member Posts: 12 Arc User
    edited May 2013
    Ouch thats not good
  • deophytedeophyte Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 16 Arc User
    edited May 2013
    I came on the forums strictly to see if there were levers and switches.

    Disappointed really .. that the foundry doesn't have these 2 ESSENTIAL dungeon mechanics.

    There goes my idea.. guess I'll use the Foundry if it gets more features.
  • heroicdoseheroicdose Member Posts: 1 Arc User
    edited May 2013
    there are ways around using switches and levers though, you an be creative with the tools they do have.
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited May 2013
    All a switch or a lever is is a graphic. What you are looking for are the MECHANICS that make those items work. They exist. It's called the Component Complete/Reached options under visibility.

    What you do, if you want a "switch" to open a door. You make two doors, on closed, one open. You hide the open door and have it set to "appear when component complete.item you used as a switch"
    You then make the closed door "disappear when component complete....switch"

    If you make the door you want open out of line of sight of the camera when they click the switch, the player will never know what happened.

    This is just the BASIC method, using different kinds of doors you can do different things. Get creative.

    For more use on the Component options

    Use Component Complete for interactive items. Make an object, open it's properties and select the Interact option. Now anything you want this item to control have set to appear when component complete

    Use Component Reached for area markers. Put down an area marker on the ground and name it. Anything you want to happen when the player walks into this area, such as a door opening, encounter appearing, set to Component Reached.

    Dialogue Prompt reached works very similar. Do this is you have a "puzzle" type switch, that only opens a door if the player selects the right dialogue prompt.

    THE KEY THING TO NOTE about the Foundry is everything functions of a very basic, can you see it or not.

    There is no advanced scripting. Everything you see happening in other players Foundry quests, are just clever uses of making things appear or disappear. For the more creative stuff, the Author might have three or more identical items on top of each other, each reacting different based on what the player does.
    bdayaffair_zps6675e60e.png
  • top8top8 Member Posts: 14 Arc User
    edited May 2013
    Yea i use that method to make "switches" but it seems really silly to not even have graphical levers in the foundry. Like I really want to know what they were thinking when they didn't add those models in. Also really kind of kills the immersion when their is nothing other then the couple functioning doors I've found that actually have moving parts. Like you can't put a moving drawbridge or a portcullis or a wheel that turns, nothing. Not even a simple box that opens. I just feel like the foundry is really in an alpha right now. It's so rough around the edges.
  • paddymaxsonpaddymaxson Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 87
    edited May 2013
    All a switch or a lever is is a graphic. What you are looking for are the MECHANICS that make those items work. They exist. It's called the Component Complete/Reached options under visibility.

    What you do, if you want a "switch" to open a door. You make two doors, on closed, one open. You hide the open door and have it set to "appear when component complete.item you used as a switch"
    You then make the closed door "disappear when component complete....switch"

    If you make the door you want open out of line of sight of the camera when they click the switch, the player will never know what happened.

    This is just the BASIC method, using different kinds of doors you can do different things. Get creative.

    For more use on the Component options

    Use Component Complete for interactive items. Make an object, open it's properties and select the Interact option. Now anything you want this item to control have set to appear when component complete

    Use Component Reached for area markers. Put down an area marker on the ground and name it. Anything you want to happen when the player walks into this area, such as a door opening, encounter appearing, set to Component Reached.

    Dialogue Prompt reached works very similar. Do this is you have a "puzzle" type switch, that only opens a door if the player selects the right dialogue prompt.

    THE KEY THING TO NOTE about the Foundry is everything functions of a very basic, can you see it or not.

    There is no advanced scripting. Everything you see happening in other players Foundry quests, are just clever uses of making things appear or disappear. For the more creative stuff, the Author might have three or more identical items on top of each other, each reacting different based on what the player does.

    Thanks, that helps a tonne, but....couldn't they have made a usable item that's a switch that triggers a completion? -_-
  • sirsitsalotsirsitsalot Member Posts: 0 Arc User
    edited May 2013
    Thanks, that helps a tonne, but....couldn't they have made a usable item that's a switch that triggers a completion? -_-

    Hey Cryptic? Could we please get switches and levers added to the Foundry?
    I'm not really a John Galt,
    but I play one on the forums...
    :P
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