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About Raevyn_Darke

  • Birthday 01/01/1004
  1. The thing about /demorecord is that, while it can record a base, it can't be uploaded without restarting the servers, so it's not something that can be done currently. You could potentially try petitioning a GM to see if they could fix your SG name though; it's worth a shot.
  2. The ambiance in those rooms is simply amazing. I can't imagine how long it took you to fit all those pipes together, but it really cements the feeling of secret evil science lab. Well done!!
  3. Eep...I just love that feeling when you spend hours getting base items juuuusst so...and then reload the base and they've wiggled out of place. Glad the forum format/server shift let me experience that feeling outside of the game, by warping a bunch of the formatting in this guide, LOL. 😉 (All fixed now. 😊 )
  4. Hiya! There are two main ways to go about having multiple levels. In the image you linked, they just made the ceilings and floors apart at their farthest distance and used... probably gray cabinets, it looks like... for the floors. To access them, they added staircase items to move from one to the next. If that image was from back in the live servers, you couldn't build above the ceiling at all, so they wouldn't have had an issue with anyone hitting the ceiling. So that's the easiest way to have different floors, but they can sometimes feel a bit cramped. The other option we have now is being able to build above/below the base, and that's related to taking out the ceiling like you mentioned. While people in regular mode can't pass through the invisible ceiling, when you're in edit mode, you can. So in edit mode, you can either move your base entrance portal up on top of your base, or put teleporters up there to get people from inside to outside. The plus of doing it this way is that you can make as many floors as you like, as tall as you want. The minus is that it's a lot more complicated, because you have to build all your walls/floors/ceilings from scratch with base items. So it's really a question of how complicated you want things to be, lol. Hope this helps! If you haven't read through the FAQ stickied to the channel, I highly recommend it; it helps explain a lot of the new tools. :)
  5. Yeah, the base builder is a finicky beast, lol. Perhaps some light sources are affected by your sky setting...or surface...or by other factors we don't know about...or fx were acting weird because I kept adding and taking away a zillion different lights, for that matter! Anything's possible; the builder is fun that way. :P There were also a number of sources that had light as part of their graphic, but did not actually seem to light up the area around them. If I recall (I'm not in the builder at the moment), I felt like the banker's lamps were like that. They have the appearance of light directly beneath them as if they are shedding light on a desk surface, but the area around them doesn't actually get brighter. My main purpose in making this list was to help folks trying to find ways to light above/below the base builds that can still use indoor lighting without being super-dark, so any lights that didn't make the area any brighter went in the "no" category. If I get a chance to do some more testing and nail this down, I'll add another symbol to the key to indicate what ones are like that. I'll note your observations in the original post, though; thanks! :) My current project (in between, you know, actually building, lol) is making a full list of which items are tintable, and that one's a lot easier to identify; either the color palette picker is there or it isn't!
  6. Posting this here for the next time I reset my keybinds and forget this again... If you do not enjoy it when the base editor thinks you've double-clicked, and sends you zooming halfway across the base or into the middle of the thing you were trying to move, you can disable the double-click functionality. In base edit mode, type: /unbind leftdoubleclick Voila, unwanted transportation solved. Thanks to someone on the Discord for figuring this out. :)
  7. Lol, good point - and added! ;) Same, and you reminded me that I wanted to include the wiki page listing all the zones, so thank you! I never seemed to have an issue with setting up a bunch of portals first, but the builder is notoriously glitchy. I'm pretty sure it's possessed by the spirits of all the heroes/villains who died while languishing in the base, waiting for their rooms to be finished. ;) Love the globe idea - added! I've noticed that. I think I heard that those things could all be rotated at one point, but because they were related to some crashes/glitches, the rotate functionality was disabled. (I don't remember who said that, so it may be totally made up in my head...but it makes sense.) As far as I know, the only items that still require power/control are medical devices like medi-porters. Everything else is powered with the energy of our glee at not having to fill up bases with giant database objects. ;) And thank you all for the lovely compliments! :D
  8. *jaw dropped* That is AY-MAY-ZING O.O Great work! I'd love an image with a bit more light on the body of the piano so I can see how it all goes together, but the keyboard is just perfect!!
  9. Between the forums and the Discord channel, I see a lot of folks confused about setting up base teleporters. It's easy to do once you understand the principles, but since there are things that aren't self-evident, I decided to put together a little guide. (With pictures and everything! Ooh! Ahh!) I've separated my lame jokes from the main text by using a different font color for your convenience. ;D Contents: The Basics The Components Setting Up a Zone Teleporter Setting Up an In-Base Teleporter Troubleshooting Tips, Tricks, & Tidbits #1: The Basics (or, What's All This Hullaballoo About Teleporters, Now?) Base teleporters are, in the simplest terms, a base item you can click that will move your character to somewhere else. Because real heroes & villains don't take cabs, and car insurance in Paragon is just outrageous. What base teleporters can do: They can transport a player to any city/hazard/trial zone that has a beacon and matches their alignment. They can transport a player to another spot within the base, a new function since the old days that's super-cool. What base teleporters cannot do: They cannot transport you to zones you can't access. (i.e., Heroes can't go to villain zones or vice-versa, and low-level Praetorians can't go to Primal Earth.) Silly baby goldsiders, you can't escape Cole's utopia that easily, muahaha! They cannot transport you from city zones into the base. (Though, as noted by justicebeliever--thanks!--you can get a base teleporter power by collecting badges or purchasing it from the P2W vendor.) They cannot change where you zone in to the base when you use a base portal, or make it so different people will zone into the base in different spots. No making the peons turn up in the back alley by the dumpster while the CEO shows up in the penthouse suite; sorry. A note on "Secret Entrance" Portals: Despite being a type of portal, the "secret entrance" is an entirely different beast than a teleporter, with different rules. The secret entrance cannot be deleted. So much for that Poe-themed base idea. There can be only one secret entrance. ...#highlander... If you ever see more than one, it's a glitch; leaving the base empty of people for 20 minutes should reset it. Though the secret entrance can be moved anywhere in the base, the entrance room can't be resized or deleted. Typing /stuck will return you to the secret entrance. Anyone entering the base through the secret entrance will always be facing south. And it just goes south from there! Haha! A-haha...ha...*cough* 😒 Leaving via the secret entrance will return you to the zone you were in before you entered the base. Déjà vu, or a glitch in the Matrix? You decide. If you entered using a base portal, you'll reappear beside it; if you entered any other way, you'll reappear at the zone's designated teleport spot. (Thanks to justicebeliever for the clarification. :) ) Okay, so now that we know what teleporters are and aren't, how do they work? #2: The Components (or, 'Porters & Beacons & 'Port Points, Oh My) Regular teleporters (i.e., the "teleport to zone" types from the live era) have two parts: Teleporter Beacon (the thing you click) (the place you go) Arcane Example: Tech Example: PI Paragon's VP of Engineering, Karen, agreed to be in these photos to provide a sense of scale. She's a shapeshifter and a bit of a clothes-horse, but so dependable and dedicated--I never see her leave her office! For in-base teleporters, there's one other component, a teleport point...but we'll come back to that in a bit. #3: Setting Up a Zone Teleporter (or, Transportation by IKEA) To make a working zone teleporter, all you need is a teleport device and a beacon of the same style placed within range. That's it! Back in my day, we only had one basic and one advanced 'porter for each style...and you needed a special Transportation Room and enough power to run the thing...and even then, the basic 'porters would only go to two places, uphill, BOTH WAYS! These young whipper-snappers and their free, pretty, 10-destination porters don't know how good they have it! Muttergrumblemumumble... (I'm totally kidding about the grumbling, to be clear. They can pry the new porters from my cold dead hands.) The beacons, up to ten per teleporter, can be placed anywhere...above the porter, behind it, buried in the floor, wherever...as long as they are within range. You can tell if a beacon is in range in two ways: Click on the beacon, and make sure there's a yellow box around the teleporter (or vice versa). -or- Click on either the beacon or teleporter, and check the object description box (the "Info" tab for beacons, or the "Aux" tab for the teleporter). The attached items should be listed. #4: Setting Up an In-Base Teleporter (or, "But I Don't Wanna Go Outside, Mom!") For teleporting to another area within the base, there's one more piece you need: a teleport point. Regular beacons teleport you to zone points the game already knows how to find. So, to make an in-base teleporter work, you need to explain to the game where you want people to end up. That's where this tab comes in: Currently, there are ten points available to place inside your base. When placed, they look like this: VP Karen not included. So, let's say you want to teleport from your office to your bathroom. When you gotta go, you gotta go, amirite? To do that: In your office, put a teleport device. In your office, put an Aleph beacon. In your bathroom, put the Aleph teleport point. (Teleport points don't have a style, and can be used with either arcane or tech devices.) And voila, you can teleport directly from the office to the potty. Base Teleporters: Bringing you proper hydration without fear since 2019. Note, the above setup will only get you to the bathroom. If you want to teleport back, you'll need to repeat the steps above, except in the opposite direction and using a second teleport point. #5: Troubleshooting (or, LIEZ!! It doesn't work!! UR AY FRAUD AN SHUD B ASHAYMED!!) I hope that amused someone because typing like that made me die a little inside. If you've placed a teleporter and it doesn't work the way it should, there are a few things to check: Did the beacon connect to the wrong teleporter? If you have two teleporters close together, the beacon may have linked to a different one than you expected. And next thing you know, the teleporter and the beacon are arguing about infidelity on Dr. Phil. Are you trying to connect more than ten destinations to a single porter? Any beyond ten won't connect. That's what happens when you let the henchmen do the math. Are you using a functional teleporter? As one might imagine, teleporters labeled as inactive or destroyed won't work, but it's an easy mis-click. Now where do I get a portal repair tech at 3 AM on a Saturday?!? The second-most common problem: Is your character the right alignment to see the zones in question? A villain character can't go to hero zones, and vice versa, so the list will be blank even if the beacons are connected and working properly. Nice try, Lord Recluse. And--*drum roll*-- the biggie: Is your beacon the same style as your teleporter? Items from the tech tab will not connect to items from the arcane tab; the styles must match. Arcane & tech elements in the same teleporter ensemble is so last season. Remember... goes with goes with #6: Tips, Tricks, & Tidbits (or, Things You Wish You'd Known Before Wasting That Last 3 Hours) The order zones appear in any teleport listing is according to the zone's ID number in the internal database. The only way you can affect the list order is to link beacons to separate teleporters. We won't discuss how long I tried to alphabetize the teleport beacons before I learned this. I (like a number of other folks, it seems) like to set up my zone 'porters with one for blueside city zones, one for blueside hazard/trial zones, one for redside zones, and one for everything else (although our current base has them split up slightly more for aesthetic reasons). If you aren't sure/can't remember which zones are which, this wiki page may help; it has zones separated by alignment, and you can sort the list by type or level. None of the teleporters are tintable, except the Oranbegan Portal in the Arcane tab. That one lets you recolor the runes that circle around the edge of the portal. I see a red portal and I want to paint it black... There are currently no doors in the base builder that open/close...but you can simulate one using in-base teleporters. You'll need two teleporters (the Interdimensional Shard is a popular choice because it's small), two beacons, and two teleport points. Place the Shards as far inside your doors as you like, as long as enough sticks out for people to click on. Place Beacon A on one side of the door, and Point A on the other...then place Beacon B on that side, and Point B back on the original side, as noted in this high-quality illustration: [Point A, Beacon B, Teleporter] {[DOOR(S)]} [Point B, Beacon A, Teleporter] Great, there goes our whole graphic design budget. Note, you'll want to use two teleporters and make sure your beacons connect the way you intend, because otherwise both destinations would show up on the same teleport list, and someone could inadvertently teleport to where they already are. Ha ha, suckers. Er, I mean... :-X Whatever direction you're facing when you click an in-base teleport point, that's the same way you'll be facing when you come out the other side. (As ajax34i observes, the points -- and the Secret Entrance, for that matter -- do have directional arrows you can see using the Hidden Markers option...but they don't seem to actually be correct or do anything.) Turn around, bright eyes... Since you're actually teleporting instead of using the door like a door, you have the option of putting the "other side of the door" anywhere in the base you like. It doesn't have to be physically near the original door. And they'll never know they've been fooled! MUAHAHAHA!! ...well, unless they look at the map. If devious hidden doors are your jam, you can easily bury your teleporter almost all the way inside pretty much anything...secret door hidden in the bookshelf, anyone? From Catgoyle: "For semi-secret in-base teleports, the globes are about the right size to fit the "interdimensional shard" into (and I hide the beacon under the floor -- enable room clipping)." Just make sure Alfred doesn't set it off accidentally while dusting Wayne Manor. There's no way to re-name the in-base teleport points. What you see is what you get. Fun Fact: I learned that the point names are letters in the Hebrew alphabet. Thanks, Google! Clicking a teleporter always brings up a pop-up destination menu, even if you only link one beacon. At present, there's no way to make it click-and-go like mission doors. Some of the flatter teleporters (the Carnival of Light portal, etc.) are difficult to select once they've been placed. In addition to the usual camera angle shuffle, it can help to hold shift, which helps you click objects hidden behind other things. If all else fails, you can choose "Current Room," sell off the portal, and start over. If a sound/visual effect remains after you delete a teleporter, leaving the base for 20 minutes should reset the map. Anybody else entering the base in that time will prevent the reset; stowaways walk the plank. WanderingAries adds that if you've read all this and decided it's too much work, you can always coalition with someone who's built zone teleporters already and use theirs. 😉 So there you have it, everything you need to be a physics-defying location hopper. Did I leave anything out? Did something get added/changed since this post was written? Did I...*GASP*...get something wrong? Or worse yet...HAVE A TYPO?!?!? :-[ Let me know, and I'll get it fixed. Happy base building!
  10. Thanks! :D I have a ton more things I want to do, but I am a very slow worker, lol. (Plus I have that bad habit a lot of us have, of spending ages making a specific thing, then deciding we don't like it and tearing it all down to start over. :P) But I really love what we can do now with the outdoors stuff. I had a room in our base on live that was meant to look like it was outdoors, but it just...didn't.
  11. Typing /stuck will move you to the entrance portal, regardless of where you've placed it. :)
  12. Still a work in progress, but I've been having great fun with all the new building tools. :) Feel free to check it out at GROTTO-3501.
  13. The AE parts are just decorative, same as the Arachnos items, Council items, etc. You're not missing anything because there's nothing to miss. ;) As far as the arrows, you can actually rotate in six directions. Alt, ctrl+alt, and shift+alt all rotate on a different axis. Right becomes left and down becomes up with shift+alt. I think the only reason there are two is that they're slightly different styles. If you haven't checked it out yet, I highly recommend the FAQ pinned to this channel; it covers all the different control options we have access to now. :)
  14. Maybe the problem is that Heal Other is Ally Targeted and if you stop to target a mob, you are no longer targeting an ally. I think if you do an unselect command (if there is one), you could use it in the same bind...Maybe just press ESC first to unselect whoever you have selected (ally or mob) and then select who you want and fire the bind It's not so much about selecting mobs, as it is about selecting a different ally than the one I might have previously selected. Say I have Bob targeted. Sally is low on health, so I'd like to be able to shift+click Sally and heal her. The bind I listed usually needed a second click, or would sometimes heal Bob instead regardless of what I clicked. I have the usual healer numpad binds (NUMPAD1 "unselect$$team_select 1$$powexec_name Heal Other"), but I'd like to have this one in case I'm in a rush or lose track of which number teammate someone is (which sounds silly, but my reaction times aren't what they once were, lol).
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