Ricebug on 7/7/2013 at 21:22
If you want to have the player pick up 3 objects to complete an objective, you typically chain them to a RAT which fires a message to the QVAR to complete the thing. Easy. However, if you want the 3 objects to be in DIFFERENT locations for each of the 3 difficulties, what is the best way to pull this off? Here's a flowchart showing two ways:
Inline Image:
http://www.ricebug.org/temp/QVARs.pngWhich, if any, is the better approach? 'Cause I'm telling you, gents, I'm not having any luck with Option #1. Under Normal diff, it works; under Hard and Expert, it doesn't work, even though all settings are identical. I also tried placing N, H & E under their own objective numbers, with no luck. I'll try the second approach while you guys chew on this. (Sometimes I feel like I'm working on my first mission.)
BTW, only the objects have difficulty levels assigned, not the QVARs themselves.
AntiMatter_16 on 8/7/2013 at 00:46
If I'm understanding you correctly, you simply want to move your quest items on different difficulty levels?
You can use teleport traps controldevice linked to your quest objects, that activate on different difficulty levels.
So you'd place your quest objects where you want them for normal. For hard difficulty, you place teleport traps where you'd like the quest objects to appear on hard difficulty and controldevice link them to the objects. Then you'd add the properties:
Difficulty->Destroy: 0, 2
and
Difficulty->Turn On (Off): 1
Now the telelport trap will activate immediately when you begin the mission on hard difficulty, and they'll destroy themselves on Normal or Expert. Repeat the process for expert, using the appropriate values.
Yandros on 8/7/2013 at 03:16
That's exactly what I would recommend.
R Soul on 8/7/2013 at 10:35
There's a chance that the Destroy property might kick in before the TeleportTrap can turn itself on, but otherwise that looks like a good way of doing it.
Ricebug on 8/7/2013 at 12:02
Thanks. I'll try that as soon as I fix my other problems. I tried looking for an FM where this was done and couldn't remember any. Individual keys, yes, but not multiple objects of the same.
AntiMatter_16 on 9/7/2013 at 17:20
Quote Posted by R Soul
There's a chance that the Destroy property might kick in before the TeleportTrap can turn itself on, but otherwise that looks like a good way of doing it.
The "destroy" property doesn't activate for the same difficulty as the "turn on" property.
Note the "destroy" property in the example only activates on 0 (normal) and 2 (expert), while the the "turn on" property only activates on 1 (hard).
R Soul on 9/7/2013 at 18:51
I agree.
Ricebug on 10/7/2013 at 12:26
I traced the problem to the objects I was using. Typically, I use some ordinary object and change the model, not realizing that when these things are quest items, they behave differently. I should've realized this because I remember Lady Rowena ALWAYS used the RustGasCan (-2296) as the base model in all her missions.
Xorak, who's coauthoring this mission, advised me to use the QuestyGear (-2253) to achieve consistent results.
So...3 QVARs and 3 objectives, one for each difficulty. It works. I know you guys are gonna bitch, but I'm a better musician than I am a Dromeder.