No idea what others do, but what I suggest is placing a fake exit (door basically) slightly infront of the abort exit. In the fake exit detail's properties check off the contact box to start a dialogue with the fake door. Inform people in that dialogue that this is the abort exit, if they want to continue have a response that leads to the fake door disappearing so they can access the real abort exit. (you should also probably tell them to click the door again to exit. You could also tell them they can abort any Foundry mission at anytime from the Door Icon in the bottom left of the mini-map)
People can leave at any time through the minimap now, there is no reason to bother with an abort exit.
Yeah, I may take that option and just use some cosmetic stuff to make something look like and entrance / exit. Stick an invisi-clicky on it and inform of the exit option.
Feels a bit "wrong" though, I'm a big fan of "realism" (insofar as it exists in a computer game) in things like this.
Anyway, thanks all for all the advice, even the bits I didn't understand. I'm learning new stuff about the Foundry every day.
People can leave at any time through the minimap now, there is no reason to bother with an abort exit.
This. Abort exit is a leftover from before it was built into the UI. Authors used to have to have an abort exit in every map, so if you see one the quest is probably a leftover from beta that wasn't cleaned up to remove the exit.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited June 2013
Yeah, don't confuse 'abort exit' with an exit back to Protector's Enclave. Abort exits caused more problems than you can imagine. To this day I am sure many of us still read every single shiney clicky before we interact to make sure it isn't an abort exit.
Comments
Bill's Tavern | The 27th Level | Secret Agent 34
If it disappears how will anyone use it?
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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
put an invisible intractable on your map (on this item, put your dialogue explaining this is an abort exit ')
set the 'invisible intractable' to disappear when ('dialogue prompt reached' select the Orange highlighted response)
Then add whatever item/ thing you want the Exit to be, set Exit to appear when ('dialogue prompt reached' select the Orange highlighted response)
Boom! all done
this is just one way I thought of to solve your problem, Hope it helps
Will give it a go and see if I can get it sorted.
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Yeah, I may take that option and just use some cosmetic stuff to make something look like and entrance / exit. Stick an invisi-clicky on it and inform of the exit option.
Feels a bit "wrong" though, I'm a big fan of "realism" (insofar as it exists in a computer game) in things like this.
Anyway, thanks all for all the advice, even the bits I didn't understand. I'm learning new stuff about the Foundry every day.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.