If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Some characters were stuck in a loading screen with a "Server Not Responding" message
If you want to have dialogues come up as you reach points on the map do it with reach markers; far fewer headaches. You can also use a string of such waypoints to force the player through a certain route to reveal map objects and arrange optional combat encounters.
Something to keep in mind about Kill enemy groups objectives: The target mobs will not spawn until the objective is in progress so plan their placement on the map (in relation to where the player will be located and facing) to avoid any unappealing visual issues.
Does the Kill Enemy Groups objective start when you reach the marker?
It isn't supposed to. It's supposed to start a pop-up dialogue then once the dialogue finishes is when the Kill Enemy Groups objective should start.
Quote:
Originally Posted by ajstoner
If you want to have dialogues come up as you reach points on the map do it with reach markers; far fewer headaches. You can also use a string of such waypoints to force the player through a certain route to reveal map objects and arrange optional combat encounters.
Something to keep in mind about Kill enemy groups objectives: The target mobs will not spawn until the objective is in progress so plan their placement on the map (in relation to where the player will be located and facing) to avoid any unappealing visual issues.
I am keeping in mind placement for the mobs. That's actually one of the reasons I'm using the "Play Map" function - so I can make sure they're not spawning too far away from where I want them to.
I'm somewhat confused as to what you mean by "reach markers" though. Could you elaborate on what that is/how to do it? That may be the problem I'm having with using waypoints.
I'm somewhat confused as to what you mean by "reach markers" though. Could you elaborate on what that is/how to do it? That may be the problem I'm having with using waypoints.
In the "special" tab on the left for item placement there are options for reach markers, respawn points, and a couple of other things.
You place them onto the map and then set objective to "Reach Marker" in the storyboard section. When placing these markers remember that you must manually enter their radius or it defaults to zero which makes them impossibile to hit.
Use "Componant Reached" to activate objects and effects based on hitting these reach markers.
In the "special" tab on the left for item placement there are options for reach markers, respawn points, and a couple of other things.
You place them onto the map and then set objective to "Reach Marker" in the storyboard section. When placing these markers remember that you must manually enter their radius or it defaults to zero which makes them impossibile to hit.
Use "Componant Reached" to activate objects and effects based on hitting these reach markers.
Okay, yeah. I've done most of that, except setting the radius - which sounds like it's my problem. Thing is I went to try tweak the radius but couldn't find where to do that (Didn't know about it defaulting to zero though). Could you post a screenshot showing where the input is?
In the "special" tab on the left for item placement there are options for reach markers, respawn points, and a couple of other things.
You place them onto the map and then set objective to "Reach Marker" in the storyboard section. When placing these markers remember that you must manually enter their radius or it defaults to zero which makes them impossibile to hit.
Use "Componant Reached" to activate objects and effects based on hitting these reach markers.
NICE, thanks. Been wondering how to force an object spawn from an NPC.
...Now if I could figure out how to 'automatically' make a mission success or fail based on an NPC surviving I'll be golden, but the above gives me an idea for a workaround.
Ya, waypoints work 'kinda' but I gotta group that doesn't always patrol, I guess it depends on how the server feels that day. I tried someone elses advice about costuming my patrolling ships but even the 'weak' NPC mobs are too powerful for my needs. I was wondering if I could make a REALLY underarmed NPC wander down an invisible corridor and still be killable from the outside instead of using these patrol waypoints. Is there a way to force an NPC mob to wander to a specific point without using patrol points ? I guess the answer is still no.
>>First attempted mission is up, called 'Supply lines'. Go trash it for me.
KBF Lord MalaK
Awoken Dead
Proudly inciting forum dissention since the 2013 St. Valentines day FM massacre
Last edited by lordmalak1; 12-24-2012 at 07:36 AM.