Ultimo Posted 13 hours ago Posted 13 hours ago So, a mission I'm working on has two collections. There are clues associated with them, one each. The game says the clues are awarded upon completion of the collection, but it's awarding the clues after the FIRST item collected. For instance, one collection consists of 3 chests. You're supposed to interact with all three, then get the clue, "The relics you're looking for don't appear to be in ANY of the chests." It's kind of anticlimactic to get that message after interacting with the first chest, and still having 2 more to go. Is this working correctly? I was under the impression the clue was given upon completion of the collection. Either way, can I switch this around so the clue IS awarded after completion?
Jiro Ito Posted 12 hours ago Posted 12 hours ago If it doesn't wait until all 3 are collected, you may have to chain 3 individual collections together, with the clue appearing after the last one. Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
sponazgul Posted 3 hours ago Posted 3 hours ago It's a problem I've seen. The architect UI implies that if you create a collection of X items, the clue fires off when the last one is collected, but that's not what happens - as you describe here, it kicks off on the first. My advice would be to give up on the clue be awarded, and something else. What is the next objective that spawns from the last collection item being collected? If that's the end of the mission, the mission completion clue will serve. If possible, when the next objective is completed, the clue associated with that objective could refer to the previous collection being collected OR you can embed that info in the objective text up in the mission bar. For example, you have to open 3 boxes looking for something. The mission objective text probably says 3 boxes to search through, then 2 boxes to search through ... stuff like that. If the last empty box was supposed to tell you to go beat up someone who might have gotten what you're looking for (for example), the objective text for that target could be something like All boxes were empty, but you hear the thief - and that is the clue to the player to hunt that person down, and when you fight the thief, you can recap in their completion clue that you heard a noise and that led you to them... That is how I might do it, but I don't know your mission specific objective flow.
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