I am currently in the progress of creating a sky map and now more than before (when I had created an indoor dungeon map) I feel the foundry completely lacks objects to place into the map. There are three tiny floating islands and barely anything to build a proper stone bridge, basically no large floating objects at all. I…
I tried to get this to work but as soon as I set the invisible cylinder to be the map transfer object, the visibility options for that particular object disappear and so I can't set the cylinder to appear during the dialog. Well, I did place some quest objectives but no quest paths and actually the objectives do not give…
I tried to get this to work but as soon as I set the invisible cylinder to be the map transfer object, the visibility options for that particular object disappear and so I can't set the cylinder to appear during the dialog. Well, I did place some quest objectives but no quest paths and actually the objectives do not give…
I see, that might be a satisfying solution. I wonder though, if the quest objective is set to a dialog and the conversation partner (be it a person or an object) just disappears during the dialog actually cancelling the conversation, will the quest objective still be achieved successfully? Since the dialog is not finished…
@angrysprite: That is a very useful information. I may put the follow on dialog option back in then and try the conversation thing today ... and get back to @eldarth if I'm having trouble. Thanks for the offer :)
Not sure if I understand but I'll try that later on in a different map on a different encounter. Atm I just can't get the guard to follow properly. He gets stuck everywhere. Empty large room, works. Exiting the room and walking through a small dungeon hallway, nope. Placing a few pillars in the empty room, nope. Switching…
@torontodave: I am aware of that. That is why I placed an object interaction objective before the map transition. @angrysprite: I know about the text "Press F to ..." however, I wanted to describe what's going on as the player interacts, like the objective messages you can set. You know, something like: "As you inspect the…
Not so sure what's going on in that link, but the timelimit was just a thought of a nice addition and not the main goal. There is a map which is supposed to suck out the vigor of the character, which I wanted to display with life drain. In addition this would raise difficulty level for the fights and set a timelimit ...…
Issue 1 & 4: Okay, the first one is solved by setting a Y-value. Seems the game decides the sound node is not in the current room with a Y-value of 0. Now my last issue makes sense as well. Upon testing the map, the character is being set below the floor as well and drops down for a short moment until the game places him…
I want the player's life to be drained so I can somewhat set a time limit to the map. I thought as much, though. Traps and cracks are not an option, because they do not fit into the feel of the map. But thanks for the clarification.
melinden: Because I'm not allowed to post. All I see is this message: "Please note that, for a short period of time after account creation, posting new threads is disabled. After this probationary period, you'll be able to create threads as normal." Even though account creation is days ago now. Do you know how long that…
Before requesting new stuff, I think they should rather set priority on the many issues the foundry currently has. I was trying to build one map: dark and foggy. I soon realized, multiple backdrop selections don't work, only the last backdrop element is visible. Therefore the light in the pre-made rooms was too bright and…