Many sounds are sound effects and as such only play one time, these usually have a small radius and should be placed near the player when it should go off. Some have large radius and some are map wide. There are no settings to change the size or area that a sound covers.
From what you posted you already have everything you need to make it work... Red Potion gives the player an item when they consume it, you have this already. Blue potion, make it require the item they get from the red potion, in order to "drink" the blue potion, this way they can't drink the blue potion until after they…
The Foundry is part of the server so it is taken down every time there is a maintenance performed. Usually the main server is brought up first, then once they feel it is stable and doesn't require any sudden emergency maintenance or fixes, then they bring the Foundry system back online. So, the Foundry is usually down for…
Quest Objective: (Optional) Find and Speak to MyOptionalNPC The actual setting is kill TriggerMob. Set it to Area, you get sparkly trail. This objective would have to be put next to the main story objective, so it is dealt with during that time frame, otherwise it will prevent the main story from advancing and not really…
I see, so the 5 door version is an old version, from when there wasn't an "invert if's" option. I used it sometime ago and remembered it, but haven't played with the invert setups, so it is outdated. Thanks for pointing that out, though there was really no reason to be condescending in your statement. A simple correction…
@maemaag I actually haven't worked that much with the "invert visible if". I thought it made an item, wall etc invisible if player had a certain skill or item? If that is the case, then it doesn't serve the same purpose as the 5 wall version. As the 5 wall version makes a wall visible to everyone regardless of skill, but…
When copy/paste multiple items in 2d, if you have snap to grid on, it will auto move the items to the nearest grid point. If you want it to copy/paste exactly the same, turn off snap to grid, then move it, it will retain its set values. Then you can turn snap to grid back on for other single copy/pastes.
Something I do in a few of my quests ... I have a wall section in a hallway, it is a solid wall so everyone can see it and no one can go through it. However, I have a 20x20 invisible wall placed flat against it. I have this wall set to visible only to "thievery", so only a rogue can interact with it. Then I set it as an…
I have 4 quests, first 3 are part of a campaign, 4th is a stand alone. All 4 are daily eligible and run about 20-25 minutes. They each have adjustable difficulty settings, though it is still mostly designed for 2-3 people, so a group may find it too easy, though you could split up some in certain parts. But, due to their…
Sounds like your referring to when you enter your quest inside the foundry, for testing or editing? Sounds do that in the foundry, it's like they all load at once when you zone in or something. It doesn't do that on the live server.
You can alternately just build a house/hut/building from scratch, using walls, floors etc and put in a normal door, then the player can open the door, walk in, do that part of the quest and walk back out, all on the same map, without using a teleporter.
If you want the NPC to be in view of the player the whole time, then I don't know of a way to do this. However, if the NPC can leave the players view at the end of their walk ... You could make a walking trigger: You would first need to use a friendly encounter, dressed as the NPC in question.(ralph for clarity sake) Then,…
you can make an item, place it where a player can click it, but require an item for it to complete the interaction. But, don't give this item to the player. Then in the bottom box, "interact failure" you place what you want to be in the red text. Then when the player interacts with the item, they get a failure message in…
Greetings dtz! First off, thanks for reviewing my quest, much appreciated! I had a chance to run The Brightstone Explorer's Guild - Part 3: The Dig today. Your story is well written and intriguing, it kept me looking for the next thing to happen, I liked that. The detailing on the maps was well done and the combat smooth,…
Greetings ryanne, first off, thanks for running and reviewing my quest, it is always appreciated. I had a chance to run The Summon Chapter 1 today. The story in itself seemed pretty good, your general idea of how it should progress, the mechanics of what to do next, etc. all worked well. The only problem I encountered on…
dtz, thanks for running my quest, much appreciated. I had a few occasions were the client crashed on me while doing work on the quest, I had placed music as well as ambient sound, but I guess it got reverted and I didn't notice it ;/ After your post and the one from ryanne, I went and looked and saw it was missing. I added…
Greetings stevedestiny, I looked but didn't see a thread for your quests as yet, so am posting the review here. Hopefully you'll check ;) Inside the Blackdragon Inn - nice work on adding a variety of characters to the setting, made it look like a busy place, though perhaps a few more you could speak with might be good.…
ryanne, thanks for running my quest, much appreciated. I will get to your quest tomorrow. The paths are meant to be mostly empty, they are roads. When you get off the roads there are many things around, bushes, branches, rocks, trees, wildlife etc. Unless you have things turned way down, there is ambient forest sounds…
Updated to Version: 5.2.1 Change Log: Cleaned up the "benefits" the player gets for having the item from the side quest in the forest, easier to see and work with. Also added a secret area that can only be accessed if you have this item and you choose the proper options. Added in the final plot portion of the story to the…
Greetings orangefiree! I had a chance to run The Temple Of The Planes tonight. It is a nice continuation of the Campaign. The story was well written and the maze was interesting. No major problems or issues that I came across, good work. Starred and tipped. I did notice a few little things ... - the large room you enter…
Hey Tipa, thanks much for running my quest, glad you liked it ;) I'll take a look at the spelling and grammar, most of the things I wanted to do in this quest are done now, so will be fine tuning it over the next week or so. The difficulty settings I added in recently, wanted to make sure everything was working properly,…
Updated to Version: 5.2.0 Change Log: Since the quest is maintaining a run time of 26 minutes currently, I removed the Ritual Area and encounters from the base storyline. This area is now optional. However, clearing the area will give experience, from the kills and some lore about the story. Also in an effort to shorten…
Greetings tipadaknife! I had the chance to run Tempest in a Freepot tonight. As an old Everquest player and Druid, I found many things that reminded me of the game, was a nice change of pace ;) Enjoyed the story and the quest, didn't have any issues that caused problems, though I did note a few things below. All in all, a…
Updated to Version: 5.1.0 Change Log: Changed all the traps in the quest to NOT be able to be disarmed by rogues. Instead, they can be disarmed via a "Trap Control Box" on the wall near each trap, which requires a "Trap Tool". Each trap consumes said tool, however there are tools located in the forest and in the dungeon,…
Updated to Version: 5.0.1 Change Log: Added Difficulty Selector to all maps. Corrected a few typo's. Added a bit more atmosphere related content to the forest.
Greetings say1o! I had a chance to run Following the Grey Society 2 tonight. Fun and enjoyable story, lots to look at and plenty to talk to. Good job! Starred and tipped. I did notice a few things on my run ... In Austinard Othello's room - there are a couple of paintings on the walls, but they are about a foot away from…
Greetings ladyorianna! Thanks much for running my quest, really glad you enjoyed it ;) I still play DDO here and there. I really enjoyed many of their quests. Though I don't want to recopy a quest here from there, I do use some of the ideas I ran across in various quests there, such as the bridge and looking for keys. To…
Updated to Version: 5.0.0 Change Log: Added a option to change the Difficulty Settings in the Forest, this only affects the encounters involved in the story. The "Wildlife" encounters already have a few hard encounters scattered around, just have to find them. Started working on Difficulty Selector for the Dungeon map.