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Place Markers can't be triggered?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Greetings,

I had a vision: Use a map/route more then once.

The situation is this: 2 rooms, 1 corridor inbetween.

Beam in, room A. Objective is in room B so need to run through the corridor. Objective is complete, next objective is back in Room A, so player runs through the same corridor to the point of arrival.

I wanted to be able to spawn a forcefield and a plasma fire upon reaching a marker inside the corridor the SECOND time a player runs through the corridor passing that Place Marker. So, I linked the Place Marker to Objective Complete of the first objective.

This does not work, however. The Place Marker is active the FIRST time a player crosses the corridor and thus seems not to be linked to the first objective.

This is unfortunate, because if this were possible, us writers would be possible to use more dimensions using a single map for all players to enjoy. Not a one-way street. Please consider the pro's on this, because there are many, many possibilities if we would be able to use such an option.

Thank you again for your great works on the Foundry!!!!
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    You can't use the same object twice. You have to put down a second reach marker.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    That was not my question, actually :-)

    I wasn't talking about using the same Place Marker twice, I was talking about using it once but at a different timing in the game at the same map.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    What if you were to use the place marker as an actual objective? Like "Go Back To <Room A>" or something. And you could set the waypoint to None so you don't see the circle. And you can set its radius to however large you need?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I would solve it like this:

    Create 3 markers - 2 in the corridor and 1 in room B. Set the second marker in the corridor to be hidden an make the room B marker trigger this second marker into visible. This way you don't even have to make an objective.

    Of course, if you want to use objectives you can set the secorn corridor marker to become visible (you can still deactivate the waypoint feature so it won't show up on the map) once the objective in room B is complete.


    EDIT: Wait, I just realized that you don't want something to happen the first time you pass the corridor. In that case, 1 marker is enough. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    What if you were to use the place marker as an actual objective? Like "Go Back To <Room A>" or something. And you could set the waypoint to None so you don't see the circle. And you can set its radius to however large you need?

    Yes, I used that as well. But the problem remains a Place Marker is ALWAYS acive, even if you change it to hidden until Objective X is complete.
    Patarival wrote: »
    I would solve it like this:

    Create 3 markers - 2 in the corridor and 1 in room B. Set the second marker in the corridor to be hidden an make the room B marker trigger this second marker into visible. This way you don't even have to make an objective.

    Of course, if you want to use objectives you can set the secorn corridor marker to become visible (you can still deactivate the waypoint feature so it won't show up on the map) once the objective in room B is complete.


    EDIT: Wait, I just realized that you don't want something to happen the first time you pass the corridor. In that case, 1 marker is enough. ;)

    Yes, but there's the problem of the fact markers can't be set to invisible or triggered to be visible. Well, they can be set to invisible, but it doesn't work. They are always visible and thus active the first time you cross the hall. Triggering a marker with a marker, therefor, also does not work. I tried all these things already hehe.

    Thanks for your answers and suggestions anyway guys :-)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Yeah, now I see what you plan to do and the bug.

    The reach markers are always active even if they should be hidden until later events.
    I tried Objective and Component triggers as well. The reach markers ignore them all and spawn up immediately.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    It looks like no matter what, markers are always "visible". Thanks for the info on this, all. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Thanks ZeroniusRex, I look forward to the next update.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Yes... waiting on this fix myself... it would make my life much easier... and would make some map re-use possible(maybe?) in some limited instances which would help out a lot.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Also, if you're on it, could you make it so that markers kann also be hidden again? At the moment you can only make them visible (well, you could if the option would work ;) ) but there's no way to hide them again (as is with NPC Contacts and NPC groups by the way).


    And RobinPhoenix: In this case I suggest working with mission objectives for the moment because they work, they only get triggered once the story has reached the appropriate point. And if your story progression is linear at this point anyway it shouldn't matter - you can hide the waypoints so there won't be anything on your map. You can set the forcefield to appear once the objective is completed or when the new objective is in progress.
    Just don't name the objective "Walk through the corridor and get trapped". ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I suspect we will not let markers be hidden. So start planning your workarounds now.

    (No change has been made yet, that's just my guess about what will happen.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Ok... I changed my plans already and made do with what I've got now... thanx for the info Zero!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Just so I understand: We will not be able to make Waypoints hidden again or we cannot even trigger them to make them visible the first time?

    And, well, why not?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Waypoints and reach markers are two different things... We are discussing being able to hide/unhide reach markers with components reached, or components complete, which does not function. You can hide/unhide reach markers with objective complete or objective in progress.

    Waypoints is a broader term generally used to describe the little circles on the minimap. These are selectable in the objectives boxes, such as defeat enemies or talk to contact or a reach point, and have a drop down menu that allows you to select - I believe - automatic, manual or none.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Patarival wrote: »
    Just so I understand: We will not be able to make Waypoints hidden again or we cannot even trigger them to make them visible the first time?

    And, well, why not?

    Excellent question. Was asking that myself.

    And thanks all, for your replies thus far.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Oh, sorry, I seem to be mixing up waypoints and reach markers.

    Okay, it does make sense to not being able to change how waypoints are displayed on the map. That's really not necesseray since oyu can initially set wheter they appear or not. That's okay.

    But reach markers: Is it planned to make them triggerable?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I wonder if this isn't the same issue I had in my mission. There is a problem with reach markers that if you are already inside them, they won't trigger when they become active. You have to cross the boundary to trigger.

    My problem was I had dialogue going while the player could potentially be moving towards and through the next reach marker. If they did not finish the dialogue before going through that marker, the marker would not trigger. However if you move back and forward again past the boundary, it would still trigger.

    Not sure if that info helps, but try making the reach marker smaller in case you are already in the volume when it becomes active. And even if you are, it should still work if you can leave the volume and then reenter it, in my experience.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I am having an issue right now, with a place marker in space. I beam to my ship and the place marker is in front of me. I fly towards it, and instead of triggering, it acts like a forcefield. The ship cannot cross it's perimeter. It's just a run of the mill place marker with no special settings. I tried deleting it and replacing it. It does the same thing. I'm at the point where I may just delete the entire space map and start over.
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