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Abort Exit?

redneckroninredneckronin Member Posts: 0 Arc User
edited June 2013 in The Foundry
So, I am having difficulty placing an Abort Exit.

Rather, I am having difficulty making it obvious what it is and putting Dialogue option so players know not to just interact with it.

I have seen it done in other Foundry content, so know it can be done, but I can't figure it out.

I have tried adding a dialogue box to it, with a warning, but then can't make it work as an Abort / Exit. It just becomes an item with a dialogue box.

Now, I know I must be missing something very obvious, but can't figure it out.

Anyone care to share the secret?

Many thanks.

All The Best
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Post edited by redneckronin on

Comments

  • dzogendzogen Member Posts: 550 Arc User
    edited June 2013
    Set it to disappear when a dialogue prompt is reached..
    Dzogen, Moonstar Agent
    Bill's Tavern | The 27th Level | Secret Agent 34
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    Set what part of what to disappear?

    If it disappears how will anyone use it?

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited June 2013
    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)
    -Protect the Caravan-
    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
  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited June 2013
    A good way to do it would be=

    put an invisible intractable on your map (on this item, put your dialogue explaining this is an abort exit 'WDtHU3x.jpg)

    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 :D
    this is just one way I thought of to solve your problem, Hope it helps
    jlTYaLC.gif
    1.jpglXK5k1F.png
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    Thanks for the responses.

    Will give it a go and see if I can get it sorted.

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited June 2013
    People can leave at any time through the minimap now, there is no reason to bother with an abort exit.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    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.

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited June 2013
    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.
  • crok2crok2 Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 0 Arc 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.
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