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  • 3 months later
  • 2 months later
Posted
On 7/2/2019 at 2:17 PM, @Charlie said:

The Celebration Mission

 

[snip]

  Get a map like the Atlas Park Fashion show and fill it with allies. Possibly dancing or celebrating in some way.

Does anyone know where that fashion show map is?  I'm just poking through the AE again and I was looking for that but didn't see it (nor the warehouse Rave map.)

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
Posted
2 hours ago, Clave Dark 5 said:

Does anyone know where that fashion show map is?  I'm just poking through the AE again and I was looking for that but didn't see it (nor the warehouse Rave map.)

They're both hiding under the "Unique Maps" group:

  • The fashion show is at: Unique Maps > Outdoor Maps > Atlas Park - Fashion Show
  • The warehouse rave is at: Unique Maps > Warehouse > Dance Rave

Hope that helps!

  • Thanks 1
  • 3 months later
Posted

Is there a way to have an enemy 'Escape', with that teleport effect some mobs (like Professor Echo) do, or to turn untargetable and run away? Or am I limited to having them ragdoll and say 'Mediporter, one to teleport' on defeat?

Tanking is only half the battle. The other half...

Posted

You can set mobs to flee at a certain health level; they will despawn when they get to a door. They can't be set to actually vanish.

  • 1 month later
Posted
On 7/2/2019 at 4:17 PM, @Charlie said:

Trick #2: If you make a custom character and give it the Dark Armor power “Cloak of Darkness,” they’ll become invisible, making their aura the only thing that is able to be seen. So, for example, if you were to give them the gaseous aura and do this, you could make an enemy called “Poisonous Gas” for players to fight. It’s a pretty cool way to vary enemies and create stuff that isn’t normally achievable through the costume creator. I've done this tons of times, and I think my favorite was making a Simulation-style mission with enemies like this that had the Pixels Aura. They were 'broken code' and it really sold the Matrix atmosphere.

 

anyone successfully do this? it's a great idea however i can't see how this wouldn't drop a fully visible body after it is defeated. 

Posted

It does leave a black body shape after it is defeated, yes.

  • Thumbs Up 1

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  • 2 years later
Posted
On 8/22/2019 at 10:28 AM, Prime Elway said:

 

First just make sure you have unchecked the bubble at the top of the detail (on both the Ally boss and collectibles) that says ‘Required for Mission Completion.’ Problems like circular logic are ignored by AE when the details are not required for the mission to be completed. Bear in mind this means that if you are using multiple collectible object models (like weapon racks AND computers) as set dressing, you need to ensure every one has the bubble unchecked. You can tell what’s required and what’s not by the little star on the right side of the detail’s name bar (you want it to be gone).

 

If you’ve already done that, sorry to be redundant! But I just tested this now and everything seems to work as it did before. Only other fix I can offer is to ensure you are not spawning the Ally boss off one of the collectibles. AE wouldn’t allow two things spawning off each other like that. The Ally boss itself HAS to appear on the map somewhere, so if your mission can’t squeeze that in, then I recommend maybe trying to link all your glowies to become active after one non-required glowie is clicked because it’ll be hard to spot and hopefully ignored.

 

Anyway, hope something here helped! Good luck.

Done all that but this still isn't working great for me.  It seems to work right up until I get near the Ally Boss who then completes, and he very much does so if he somehow ends up in any kind of combat with any of the foes around, who may have naturally spawned close or who I may accidentally drag up to him.

 

It's like it nearly gets set up correctly unless say someone misses something or the boss spawns to "early" on the map or any couple of other possibilities.  Maybe I'll just remake all the decorations to be set destructable and not-needed-to-complete the last real goal is completed, like "stay and destroy all the equipment if you want" or something.  I dunno, still fiddling with it all for now.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
  • 4 months later

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