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Tailcoat

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Everything posted by Tailcoat

  1. I think it'd be very convenient to be able to use a dropdown menu when accessing an enhancement storage table so you can select which origin (also including a category for enhancements not bound to any origin) to sort them by. When a table is full of 100 enhancements, it gets tiresome having to scroll through all that looking for something that fits a character, especially if you've forgotten what you put in it. Maybe there could be a further refinement option to search for type of enhancement, like a filter that only shows single-origin, attuned, or training enhancements. A similar idea I had is an option to sort enhancements by type in NPC stores. If you just want to use single-origin ones, you could filter out everything else, rather than have to scroll all the way to the bottom.
  2. Yes to this! I don't know how hard it would be to implement, but it'd be neat if we could select the cut of a shirt as separate from the pattern, like you choose a tank top or tee and add camo or stripes to it.
  3. In the mission to Defeat Terence and his Helpers (Atlas Park), the waypoint points at a spot on the ground off to the side instead of at the door.
  4. I have a similar problem. I thought it was because I have my graphics set to outline and cel shading, but I guess not.
  5. Is a pop-tray like using an image macro for a power, but it pulls up a pop menu when clicked? I've used a pop menu but haven't heard of pop-trays and would like to know more, if there's information. I noticed lack of cooldown timers being a problem when I tried to replace my powers with identical image macros that automatically cast the power at my target.
  6. How do you get a emailsendattachment command to work when the player's global name has spaces in it? I tried using an underscore, but that didn't work, and neither did using the original space in the name.
  7. When an escort is set to betray the player, I'd like to be able to add defeating them as a new objective. I read a tip about setting it so the player must leave through the level's front door to force them to fight the betraying character, but I tried that and easily ditched the character and left, so that doesn't work. It would be nice if we could add running bystanders that can't be targeted like you see in some levels.
  8. The best I can figure is maybe make a captive with no enemies, so when you walk by, they run off (of course set the objective to non-essential) and I can make them shout something about a monster. Or I can add enemies and somehow find an animation that makes it look like they're just chatting. When the player "liberates" them, I can make the victim NPC do the cower animation.
  9. Is there a way to add running screaming people that can't be targeted?
  10. I'm not sure how convenient it would be. It might be good to fill in for new characters-- like if you are a (Archetype), monitor (relevant stats). But once you start factoring in the many powersets and enhancements, one would have to set other stats individually by character anyway.
  11. I tried that too, but I was using a map with a portal and she just hung out at the portal instead of using the "door" so I guess I'll have to use a map with a real door.
  12. I'm having the same kind of problem, except my Escort has some enemies. After you rescue her, I want the Boss to spawn and for her to follow you and fight. I tried setting up a collection (the Plot Device that summons the Boss), with the condition that it becomes active "after <character> is rescued" but I still get an error. I wasn't sure if the "rescued" option meant that the objective completed when the player frees the ally, or after the player guides the NPC to the destination. What happens if you just ignore the warning? Can you still publish? Once my ally gets to the objective (the 'Plot Device") and I activate it, she just kind of stays in one place despite having set her to "follow."
  13. Most of my ideas aren't new, but I'd like to see: Customize power colors/alternate animations (like you can for player creation). I gave retro sci-fi ray guns to a Dual Pistols enemy, and he was still shooting bullets, which is immersion-breaking. Toggle invincibility for NPCs and then be able to turn it off after a certain objective is met. Maybe I don't want my plot-important ally to be able to die until they lead the player to a certain objective. Ability to assign non-humanoid creatures to custom enemy groups ex. Rikti Monkeys, MM pets, vanity pet models like the German Shephard Ability to change creature sizes (ex. make a giant Rikti Monkey) Maybe more color/pattern options. I was disappointed there was no way to recolor the spirit panther's fur. More custom options for existing humanoid NPCs Why can't we, say, change the hairstyle or gloves of a Carnie? Ability to copy powers from existing characters and apply them to new ones. I wanted to take the phase shift power of the Carnie Illusionists and apply it to a ghost character An opposite of betrayal-- make an enemy join your side. Surrendering enemies would be good too. Be able to have a dialog with NPCs on the mission map (like an ally, or a boss talks to you before the fight and gives you a choice). Maybe allow some quest branches. Customizable maps Maybe the base-building system could be used to as a base to code such a thing? You could build a base to be saved in some kind of non-SG slot, and then load it as a map in AE. Ability to change time of day/sky in existing outdoor map. Ability to place a collection object, mob, or boss in a specific place. Especially useful in outdoor maps that don't allow any control over placement. It'd be handy to be able to set a randomly spawned collection of objects that aren't glowies. For instance, you enter the woods where a man-eating monster is known to dwell and see piles of bones everywhere. Ability to choose a music cue for when players enter a level Ability to set the number of enemies in an ambush (or at least limit it to one). Maybe I just want to have one sub-boss character come in to help a boss who's close to death. A fix for whatever is wrong with setting a combat escort to betrayal. My ally isn't set to green and I can attack her before any betrayal objective is reached. Even when I turn off betrayal, she's still attackable. Ability to make a transforming boss. You set up 2 enemy types: one normal, one final form. When you wear down the normal version boss down, you can set it to perform a costume change emote and say something, then the character is swapped out for the final form version and defeating that becomes the new objective. Even if it can't be done that way, a workaround could be being able to set a boss to run and disappear or teleport away, and rather than causing the mission to fail, use the disappearance as a condition to spawn the new boss. The mission writer could say something like "He ran away, but in the distance you see a flash of light and hear a howl of transformation..." This could work for an ally too. Say you run into a robot wanting to help you, but she's missing her head, so you need to search some boxes to find it, then you come back to the NPC and she changes so her head is back on and powers are switched on and now she's free to tag along and help you. Allow more emotes to be used when setting Starting Animations Allow placement of enemies/objects in different sections of an outdoor map Ability to have a character give the player a temp power (like weapons) Ability to give the player a disguise Generic maps. ex. a forest without War Walls that could be used for a quest set in the distant past. When an ally betrays the player after beating a boss, let us be able to set defeating this new enemy as a new objective to complete the level.
  14. I was trying to figure out if there way a way to make it appear that a boss, when almost defeated, changes into a stronger form. I wish I could have the new form spawn in the same spot, but even if I could just have him run off and disappear (without failing the mission), then he "returns" in a stronger form, that's ok as long as I can convey that a transformation occurred to the player. Is there any way to do this? I'm using an outdoor map and I've read that setting a position for a character to spawn is useless in those.
  15. I'm working on a pop menu and I want to be able to use the "/monitor_attribute" command to set up different things to monitor depending on character archetype, so I was wondering, is there a command to clear all the monitored attributes?
  16. That's a good idea. As far as cooldown timers, you mean for when you've used a power and can't use it again right away? I'm not sure how that'd help the reshuffle problem, and they already have a number display for that. Under options, you can change whether the cooldown timer appears in the middle or elsewhere over the power icon.
  17. CityBinder is really useful for making key binds, but it's terribly out of date. I think a lot of players would find it useful too, especially if it was updated. It'd also be neat if it could be used to generate regular and image macros. You could scroll through the different icon images to find what you need and click on it to generate the necessary code.
  18. I figured it out. I used too many quotes. It should be: Option "Self-$2M &a" <&emailsendattachment @Tailcoat Money 2000000 0 0 "Cash from $name"&>
  19. Does emailsendattachment not work in popmenus? I'm trying to make this work: Option "Self-$2M &a" <&"emailsendattachment @Tailcoat Money 2000000 0 0 "Cash from $name""&> But I get an Unknown Command error. However, if I use the following to make a macro, it works fine. I'd just rather have it in a menu than another macro button in my tray: /macro $ "emailsendattachment @Tailcoat Money 2000000 0 0 "Cash from $name"
  20. It seems weird that pinstripes are only available on one of the suit jackets. I'd love to see the other ones have pinstripes.
  21. When there are narration speech bubbles (the colored ones) in missions, they are extra small and hard to read. It's probably a resolution issue, but normal NPC and PC bubbles are fine.
  22. I'd love to see the Help channel added. I wish chat_set worked in complex binds- I was trying to set up a complex bind in CityBinder so I could use a button to swap through the channels I use most in chat, including the Help channel, but it didn't do anything. I don't know if it's my resolution, but the channel buttons are so inconveniently tiny.
  23. I have the same problem. Also, when there are narration speech bubbles (the colored ones) in missions, they are extra small and hard to read.
  24. I find it frustrating that respeccing a character shuffles around all my carefully organized power and macro icons. I don't know about other players, but I have a lot of macro icons, which makes it take a while to reorganize. It'd be wonderful if the icons would just stay where they are. Any deleted powers could just disappear, and any new ones could appear in the nearest empty slot.
  25. I guess I was too far away. I tested it again and it worked. I wish there was a way to know if I was within teleporting distance. Perhaps you could target an enemy (it would still grab other enemies in the vicinity of the selected one) and if you press the button, it either works if you're close enough, or warns you if you're too far away.
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