huang3721 Posted May 7 Posted May 7 One of AE's quirks is that an unguarded captive counts as a completed, even though you haven't rescued him. So the captive will complete itself as soon as you spawn into a map if you set your mission enemy group to "Empty" and the captive surrounding group to "None." Imagine this scenario: somebody creates an ambush and links it to the unguarded captive. The result? AE will trigger the ambush when that guy enters the map. Imagine another scenario: you create six unguarded captives and link each captive to an ambush. Link those six captives to a collectible, and you get a booby trap. There are a few caveats: The ambush spawn location isn't predictable. Sometimes, the ambush spawns right next to you. Sometimes, it spawns next to the exit door. Keep an eye on the detail limit for each map section. For example, a tiny Praetorian warehouse map supports one detail at the front and middle. Going over the limit may prevent the ambush from starting. For an example, please check the attached *.storyarc file. multiple_ambushes.storyarc 1 2
huang3721 Posted May 12 Author Posted May 12 (edited) I made a short arc utilizing this gameplay mechanic: Edited May 12 by huang3721 1
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