Ultimo Posted Friday at 12:20 AM Posted Friday at 12:20 AM 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 Friday at 12:47 AM Posted Friday at 12:47 AM 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 Friday at 09:41 AM Posted Friday at 09:41 AM 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.
Ultimo Posted Friday at 06:59 PM Author Posted Friday at 06:59 PM Ya, I can probably work around it with the dialog after the mission... have the character collect artifacts for the quest giver who will himself tell you the relics he needed you to recover aren't among them. I just thought there was a way to make it work correctly.
Frozen Burn Posted Friday at 07:12 PM Posted Friday at 07:12 PM This is easily fixed.... You can do a collection of 2 chests (that award nothing) and then chain it to a separate collection of a 3rd chest that will award the clue.
cranebump Posted Friday at 09:44 PM Posted Friday at 09:44 PM (edited) The chain, above, with each collection linked to others. If you make the objective NaV text the same on each it will appear as if it’s part of a package/series (something like “Look for clues”) . You can also indicate where, if the locations consistent (“Look for clues (first floor)” etc) That said, I think you’re better off dividing the clue into 3 parts. The player is then not opening a box for nothing. Edited Friday at 09:45 PM by cranebump I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now