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Timer Broken - Foundry vs. Live

cottontaycottontay Member Posts: 8 Arc User
edited July 2013 in The Foundry
Ok so I'm having an issue with a timer setup I have for a cutscene.

The timers and cutscene works perfectly in the 3d map preview. However on live it is either broken entirely, or it takes 100x longer to go through the sequence. I'm using the easy assassin encounter falling into the pit method.

Anybody have any ideas as to why this is happening?
Post edited by cottontay on

Comments

  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2013
    If you have any encounter complete as part of the story line -- that encounter is spawned as soon as the objective is in progress NOT according to Visible When. That's one issue.

    I'd put a platform down near the deathplane and a teleporter to it and something to trigger the timer start and visually investigate.
    I have an OR encounter so I can detect when any of 3 different items are found and it works perfect in preview, but I discovered in Live that my guard encounter was "teleporting" across the platform I disappeared underneath his path.
  • neverwinter1776neverwinter1776 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2013
    All I can think of , if you are just dropping a mob "down the well" as it were. Is that they somehow are being offset and hitting the edge and not completing the timer. Set up a teleport as mentioned and re-publish and see what might be happening.

    I had heard rumblings of many timers being broken in "live"
    I have my test map set up with a "Walk the Plank" timer, and was worried that that would not work also. But it seems to still do nicely.

    I have the checkered floor detail hanging of the cave intersection bottomless pit.

    Also you might try the "Star pattern" Scything saw" trap method also. [ invis box ] + >|< 3 or 4 Saws stacked + Easy drow = fast timer.

    NW1776
    [SIGPIC][/SIGPIC]
  • cottontaycottontay Member Posts: 8 Arc User
    edited July 2013
    eldarth, what did you mean by "If you have any encounter complete as part of the story line -- that encounter is spawned as soon as the objective is in progress NOT according to Visible When. That's one issue."

    A kill mob objective?
  • cottontaycottontay Member Posts: 8 Arc User
    edited July 2013
    Ok upon a visual inspection, it appears some of the mobs ... for what ever reason... manage to land on the edge of the pit only taking about 50% dmg. Yet all the mobs are spawning in the exact same location, so why would #3 be any different?
  • eldartheldarth Member Posts: 4,494 Arc User
    edited July 2013
    You need to look at (1) detail rather than (2) layout to see exactly where the individual mobs spawn.
    Edit: Also, you could spawn them just below the cave path - then they wouldn't accidentally hit the edge.

    Also, if you have an Encounter set to "Appear When" something else Completes, or dialog prompt reached, etc. If Killing Enemies story objective has that Encounter -- that Encounter will spawn the instant the story objective is in progress - completely ignoring any Appear When you may have set.

    This was apparently a new "fix" that was completely left out of patch notes (Or, it's a new bug and should be reported by everyone).
  • encaitar29encaitar29 Member Posts: 21 Arc User
    edited July 2013
    The timers are indeed bugged for some. I too had the similar problem, had to rework it completly. Now, instead of falling down the pit, I have assassins spawned in small rooms, and when the trigger is set, the two Hard Guard Encounters (with mage) spawn surrounding the assassin. They kill them and set the next guards in the next room spawn and kill the assassin. That's the only method that could quickly fix the problem in my case.
  • cottontaycottontay Member Posts: 8 Arc User
    edited July 2013
    Excellent that worked. Everything is fine now.

    Moving the encounters under the path worked perfectly!

    Thank you everyone for the suggestions and help! :)
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