Calibrator on 25/6/2018 at 19:45
Hi!
Sometimes the "first missions" are the ones with the most headaches - perhaps understandably so.
Most of the problematic stuff has already been mentioned ("pickable light", "frobbable stuff through wall", "early exit").
I'd like to add the obligatory "barrel the play can walk through" - all Dromed beginners seem to make the same mistakes...
But sometimes these first missions are also feeling "fresh" for the lack of a better word because young authors have creative new ideas.
Of course most of them have mixed success but these missions sometimes make one think more, try out stuff more...
While the door code was really simple and the light fixture (hint: it is not pickable - use the official way) not too complicated here's one for the crowd I found while TRULY examining the landscape:
There is a devilishly hidden button and a scroll nearly directly in front of the mansion - both relating to the druid grove mentioned in the scroll of the spy master...
Have fun decyphering the TOTAL gibberish in that particular scroll and getting the prize!
:cheeky:
Gloria Creep on 25/6/2018 at 22:15
Hi, congrats on the release of your first mission.
I think it's a very enjoyable mission but in my honest opinion I think it should have been betatested.
For example: I got stuck very often, crouching in tunnels a.s.o.
The golden rats are great BTW.
I sure hope you'll make more missions like this one en put it up on Shalebridge (testing forum) for some Taffers to give it a test before releasing it.
I'll be glad to be of help if ever needed.
:thumb::cool:
:angel:
john9818a on 25/6/2018 at 22:39
Quote Posted by Calibrator
There is a devilishly hidden button and a scroll
nearly directly in front of the mansion - both relating to the
druid grove mentioned in the scroll of the spy master...
Have fun decyphering the TOTAL gibberish in that particular scroll and getting the prize!
:cheeky:
I found it and finished the mission with 200 short of total loot.
In the area that contains the prize mentioned above, I kept getting stuck on the
green grass texture brushes. Quote:
Most of the problematic stuff has already been mentioned ("pickable light", "frobbable stuff through wall", "early exit").
I'd say some but not most. :) I think this was a good first effort, but I agree with Gloria on the betatesting. That is a very good way to learn how to implement and polish the mission.
karstenpontoppi on 26/6/2018 at 11:38
mtk,
Thanks for this little nice mission.
Galaer on 24/3/2019 at 07:32
Where is an exit from this mission? I have done everything, also I have failed jeweled sword objective. I was everywhere in the sewers. I got secret mask and disturbing looking key (no idea what it opens). The other sewer gates give closing sound, but I can go around them. So, where is an exit from this mission?
mtk on 24/3/2019 at 10:59
If i remember correctly, in the machine room you frob the pipes, use the key on the door and exit by another door there
Galaer on 24/3/2019 at 11:12
Thanks. I actually found this place earlier. What I didn't tried was using lever, which I assumed was just light switch. Mission completed. Thanks again.
fortuni on 30/5/2021 at 17:36
dml to fix a whole range of issues including.
Without the dml various doors can be bashed open with your sword, can pick open safe door through the wall light, fixes a few objects, you can get seriously stuck on the ladder in the Screaming One cave, and final goal is not reversible so once you have got to the exit if you go back to find the rest of the loot the mission the moment you complete that objective.
mtk, we like to seek current and active author's consent before we post dml's and/or include them in FMdml package, I did send you a PM in February but have not heard back from you, so after 3 months we are presuming consent and we hope you are ok with this fix, if not please contact me.
Code:
DML1
//T2 FM: The Fall of Anduin Karol by mtk / Fixes: miss21.mis.dml
#script "nvscript"
//goals
Create -2086 "GoalFix"
{
+ObjProp "DesignNote"
{
"" NVLinkBuilderLinkType="ControlDevice"; NVLinkBuilderLinkSource="[Me]"; NVLinkBuilderLinkDest=431
}
-ObjProp "PhysType"
+ObjProp "Position"
{
"Location" 29, -24.5, -14
}
+ObjProp "PhysType"
{
"Type" OBB
}
+ObjProp "Scripts"
{
"Script 0" TrigOBBPlayer
"Script 1" NVLinkBuilder
"Don't Inherit" true
}
}
-Link 196 431 "ControlDevice"
-Link 196 414 "ControlDevice"
+Link 431 "GoalFix" "ControlDevice"
{
}
+ObjProp 431 "TrapFlags"
{
"" NoOff
}
+ObjProp 431 "Scripts"
{
"Script 0" TrapNonFinalComplete
}
+ObjProp 208 "Scripts"
{
"Script 0" TrigContained
}
+Link 208 319 "ControlDevice"
{
}
+ObjProp 319 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 319 "TrapQVar"
{
"" =1:goal_irreversible_0
}
//scrolls
+ObjProp 62 "NoDrop"
{
"" true
}
+ObjProp 269 "DesignNote"
{
"" NVRelayTrapOn="Contained"; NVRelayTrapTDest="[Me]"; NVRelayTrapOnDelay=100; NVRelayTrapCount=1; NVRelayTrapTOn="InitialSelect"; NVSelectTrapOn="InitialSelect"; NVSelectTrapItem="[Me]"
}
ObjProp 269 "Scripts"
{
"Script 0" NVRelayTrap
"Script 1" NVSelectTrap
}
//doors
+Receptron 55 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
ObjProp 55 "Locked"
{
"" false
}
+ObjProp 55 "Scripts"
{
"Script 0" StdDoor
"Script 1" Lock
"Script 2" LockSounds
"Don't Inherit" true
}
+Link 67 55 "ControlDevice"
{
}
+ObjProp 67 "TrapFlags"
{
"" Invert
}
+ObjProp 67 "Scripts"
{
"Script 0" TrapRelay
}
-Link 128 55 "ControlDevice"
+Link 128 67 "ControlDevice"
{
}
+ObjProp 80 "FrobInfo"
{
}
+ObjProp 92 "FrobInfo"
{
}
+Receptron 115 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
+ObjProp 115 "FrobInfo"
{
}
+Receptron 118 "EarthStim"
{
Min 9
Max None
Target 308
Effect "rem_prop"
{
"Prop Name" FrobInfo
}
}
+ObjProp 118 "DesignNote"
{
"" NVRelayTrapTDest="[Me]"; NVRelayTrapTOn="[10.00]EarthStim"; NVRelayTrapOff="Null"; NVRelayTrapCount=1
}
+ObjProp 118 "Scripts"
{
"Script 1" NVRelayTrap
}
+ObjProp 129 "FrobInfo"
{
}
+ObjProp 130 "BlockFrob"
{
"" true
}
ObjProp 133 "TransDoor"
{
"Open Position" -3.00
}
+Receptron 191 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 192 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
+ObjProp 192 "FrobInfo"
{
}
+ObjProp 245 "FrobInfo"
{
}
+ObjProp 308 "FrobInfo"
{
}
+ObjProp 308 "BlockFrob"
{
"" true
}
+MetaProp 336 -2420
ObjProp 343 "TransDoor"
{
"Open Position" -0.50
}
+ObjProp 343 "Locked"
{
"" true
}
//gaslights
+ObjProp 37 "FrobInfo"
{
}
+ObjProp 45 "FrobInfo"
{
}
+ObjProp 58 "FrobInfo"
{
}
+ObjProp 64 "FrobInfo"
{
}
+ObjProp 180 "FrobInfo"
{
}
+ObjProp 184 "FrobInfo"
{
}
+ObjProp 186 "FrobInfo"
{
}
//switches
ObjProp 47 "JointPos"
{
"Joint 1" 0.00
"Joint 2" 0.00
}
ObjProp 47 "StTweqJoints"
{
"AnimS" Reverse
"Joint1AnimS" Reverse
"Joint2AnimS" On, Reverse
}
ObjProp 61 "JointPos"
{
"Joint 1" 0.00
"Joint 2" 0.00
}
ObjProp 61 "StTweqJoints"
{
"AnimS" Reverse
"Joint1AnimS" Reverse
"Joint2AnimS" On, Reverse
}
//keys
+ObjProp 122 "SlayResult"
{
}
+ObjProp 123 "SlayResult"
{
}
+ObjProp 267 "SlayResult"
{
}
//barrel
-ObjProp 135 "PhysType"
ObjProp 135 "Position"
{
"Location" -16.9, -31, -15.13
}
+ObjProp 135 "PhysType"
{
"Type" Sphere Hat
}
//cave ladder
-ObjProp 328 "PhysType"
ObjProp 328 "Position"
{
"Location" -37.5586, 3.60081, -23.6582
}
+ObjProp 328 "PhysType"
{
"Type" OBB
}