test content
What is the Arc Client?
Install Arc

Quick questions

lmn1182lmn1182 Member Posts: 21 Arc User
edited May 2013 in The Foundry
Hi all,

I've already published a quest but am in the middle of modifying it. It is unlikely anyone will play the quest line since the foundry catalogue has so many quests, and tends to lag out in the review tab so it is really just for me.

Anyway my questions are:

I have a large room (dungeon boss) that I am using as a temple since it is abandoned I would like to give the adventurer the choice of lighting some torches/braziers. Is there a way to do this? To change their unlit state to lit? Preferably without having to use a quest since quest progression is linear and the temple is located through using a dungeoneering hidden door.

Second question, same room (dungeon boss room). I have a teleport leading to this room since it is supposed to be a level under. The problem is when I try to add new hallways or rooms to it they don't line up and won't place. Any idea what might be causing this?

Thanks in advance.
Post edited by lmn1182 on

Comments

  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    If you're trying to line up rooms to connect to the upper/lower level of the dungeon (depending on which one of the multi-level rooms you are using), you can't because the Foundry can't do multi-level dungeons unless you custom built them (notice there is only a single room with stairs in the Foundry). You have to connect via the "normal level" section of the room.

    If you do stuff via dialogs on objects, you can link actions to dialog nodes, allowing you to do stuff outside the story/objective states.
  • mrthebozermrthebozer Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    Hey lmn,

    For your torches, you can try the following process:

    1) Find both the lit and unlit models in the Details collection. Many, if not all, of the models used in light sources have unlit versions that you can also place.

    2)Make sure your light source is a dynamic light source, as opposed to a static one

    3) Make the unlit version interactable. Choose duration, object needed, interaction text and whatever other options they give to your liking.

    4) In your light source, change "Items Appears When" from Immediately to "Component (not objective) complete" Choose your unlit interactable object as the component.

    5) Using the same method, have the unlit version disappear when it has been interacted with. There should be a "This component complete" option for disappearing.

    6) Place both items in the same place - make sure x,y,z locations and rotations all match perfectly.

    When you go in, this should give it the appearance of a lighting torch. Note that this is a one-way solution. The player will not be able to turn the light back off.
    c447.png
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2013
    mrthebozer wrote: »
    Hey lmn,

    For your torches, you can try the following process:

    1) Find both the lit and unlit models in the Details collection. Many, if not all, of the models used in light sources have unlit versions that you can also place.

    2)Make sure your light source is a dynamic light source, as opposed to a static one

    3) Make the unlit version interactable. Choose duration, object needed, interaction text and whatever other options they give to your liking.

    4) In your light source, change "Items Appears When" from Immediately to "Component (not objective) complete" Choose your unlit interactable object as the component.

    5) Using the same method, have the unlit version disappear when it has been interacted with. There should be a "This component complete" option for disappearing.

    6) Place both items in the same place - make sure x,y,z locations and rotations all match perfectly.

    When you go in, this should give it the appearance of a lighting torch. Note that this is a one-way solution. The player will not be able to turn the light back off.

    This is a good option. The way I'd do it is to place the unlit torches, then add the "Torch Flame" on top of them, go in and position them with 3D editor. Then set "Invisible when" to be "component complete" and select the torch that flame fits. Then set the interactive nature of the torch itself, successful completion them makes the flame appear. And Cryptic fire are dynamic lights if I recall correctly.

    Doing it this way will use fewer objects to help with your budgeting.

    :)
  • lordxoruslordxorus Member Posts: 38
    edited May 2013
    what you want with rooms can be done by setting the Y coordinates - when you put down something just open it back up and set the Y coords the same. you can do this with the whole room even after you populate it, just not in detail mode.

    another option is just use one of the stair/ ladder teleports to trick the player into thinking they have gone down or up in your dungeon, while all you are really doing it linking two rooms that you can place on your map. it's all an illusion anyway.. you're not really walking around in a dungeon killing monsters, btw ;)
    (easiest option ^^^ )

    the torch is like the other posters have mentioned.. just use the Interact with Object or others & make the unlit one disappear when it's done and switch it or make a lit torch 'appear'. again it's an illusion! it's the immersion you are after.

    I will warn you if you do a lot of torches you can run out of resources on that particular map, as well as wear yourself out. good luck
    Wanted: Hero *Lil Chubs*


    Foundry Search: Wanted: Hero Lil Chubs
  • lmn1182lmn1182 Member Posts: 21 Arc User
    edited May 2013
    Hi all,

    Thanks for the suggestions I'll go play with the torches now. The on/off torch is really for one room only. I usually remove all the standard lights and place a few at key places to create atmosphere. In the game some of the dungeons, caves etc are always too well lit for my liking. Imagine the poor Goblin who has to go around lighting all those torches.

    I've linked to this room using a teleport. Its a hole in the ground with the destination the hole in the ceiling with the ladder. To enhance the feeling of going down the upper portal is located in a pool of water and the lower portal has water running out of it falling to the floor.

    The issue with placing additional rooms off this one, dungeon boss room, is that the hallways won't line up with the room even at the correct doorways. The room is on three levels with possible doorways on the bottom level only. When I go to place a link it is always one square off of joining. Left or right or inside or outside of the room.

    I was wondering if I had turned off align to grid when a placed this room originally causing it not to work but doesn't seem to be the issue.

    Edit: And 2 seconds later I fixed it!:p
Sign In or Register to comment.