I'd like to place a teleporter in front of a window only AFTER a quest objective has been completed. Right now, I'm using smoke and mirrors (walls that vanish when the players look away). Is there a better way to do this?
Post edited by styggie on
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krisst0fMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
That's a current issue that many have pointed out. I surely hope they fix this. It doesn't even make sense to hide them because their sound cannot be turn off and IS WAY TOO LOUD!!!
The only way to make teleporters appear and disappear is be blocking them off with details that will appear and disappear. For teleporters with no sound don't use the magical teleporters.
A lot of the non-magical teleporters have detail counter-parts which you can use with other similar details to still have the entrance look the same but make it become able to be interacted with by making the fake entrance invis.
krisst0fMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
As far as I looked, true teleporters send you in another space (rooms, etc...) from the same map. These are noisy and cannot be made visible when (objective/component...completed/inprogress/reached) or disappear when...
The trick you describe (if I understand well), I use it as well, but it requires loading a new map, not navigating in the same map.
As far as I looked, true teleporters send you in another space (rooms, etc...) from the same map. These are noisy and cannot be made visible when (objective/component...completed/inprogress/reached) or disappear when...
The trick you describe (if I understand well), I use it as well, but it requires loading a new map, not navigating in the same map.
And they ARE noisy as hell...
It doesn't require a new map at all. You can block off the teleporter with it's detail counterpart by placing the detail slightly infront of the teleporter, make that detail disappear when you want the teleporter to be accessible.
Though the counterpart details usually won't cover up the sides, so use walls/boulders/whatever to block off the sides but still make it look legit. The details that cover up the sides don't need to disappear just the one covering the entrance.
As far as the noise when you use a non-magical teleporter. Yea they make noise, it's annoying but pretty sure players aren't going to downrate you for it.
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A lot of the non-magical teleporters have detail counter-parts which you can use with other similar details to still have the entrance look the same but make it become able to be interacted with by making the fake entrance invis.
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
The trick you describe (if I understand well), I use it as well, but it requires loading a new map, not navigating in the same map.
And they ARE noisy as hell...
It doesn't require a new map at all. You can block off the teleporter with it's detail counterpart by placing the detail slightly infront of the teleporter, make that detail disappear when you want the teleporter to be accessible.
Though the counterpart details usually won't cover up the sides, so use walls/boulders/whatever to block off the sides but still make it look legit. The details that cover up the sides don't need to disappear just the one covering the entrance.
As far as the noise when you use a non-magical teleporter. Yea they make noise, it's annoying but pretty sure players aren't going to downrate you for it.
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