|
|||||||
If you are having problems logging in, send a mail to webmaster@titanquest.net and we'll try to sort something out.
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|||
|
I don't think that it is possible in the way you described. How should the game know which of the playerspawns to use? The old one, or the new one? My experience is: If you set two playerspawns, the first one is used. But then again, I did not try to spawn a new one in a running game. Make a simple quest (Kill X->Spawn playerspawn), then check it out. Kill the monster, then let yourself die.
Also note that every normal respawn-fountain overwrites the playerspawn. There might be a workaround. You could try with an invisible respawnfountain. (Import and copy an existing one in AM - leave it as it is - place it in the editor, add it to the respawn group, then, back in AM, give it an actor size like 0.000001). Of course, this would only work... a) If the player is forced to get near that invisible fountain at least once . ... and... b) Only once at all, because a fountain will only activate on first sight. So if the player activates another fountain, he won't be able to spawn back at the invisible one ever, because, well, you cannot click on it. It's a poor idea, I know, but the best I can think of. I tried to make a kind of instant teleport in my map (which I think is quite similar to what you want to archive) as part of a story-related event, but sadly that isn't possible. All you can do is to place a NPC with a "Boat Dialog X", but the player has to click on him, and choose "Yes". Perhaps you could set it up like this: Let the player enter a kind of dungeon with a room with two doors. In that room there is a respawn-fountain. When the player walks through for the first time (=not have token X), nothing will happen. After leaving the room, give him the token. When the player dies and is brought back to the fountain, the doors will close (=enter location, owns token->close fixed item x) and a ghost will appear with a boat dialog set to your underworld. The player then will have no other choice than entering the underworld. For reasons of flavour: You could think of some evil-minded god's quest to earn back life through fighting your way back to the surface. And the ghost could be a messenger of some sort. |
|
||||
|
thanks for your info., I'll think about it.. I have thought a solution to the problem over the last few days.. I am going to set up the underworld as a side-quest, called xxx's Labrynth, and it will be hidden in Hogsfang forest, the entrance to xxx Labryth, so that the chr. will not find it normally (no paths to it) then later in the game a door to the mountain pass will be locked and a tablet will say ''this door has been locked since the days before the flood, the key was stolen by an imp called xxx and taken to the underworld. It is said that there is a door to the underworld deep in Hogsfang forest, go there and seek the key''. So there's then a teleport taking the chr. back to Hogsfang forest region, where the player can go and look for the portal door.
This will be a side quest for my game, and is a lot more sophisticated than .. run along, run into a grid and out at the underworld. Also I plan a similar quest for Atlantis region, (go find a relic of the titans at atlantis or something like that. Perhaps you could set it up like this: Let the player enter a kind of dungeon with a room with two doors. In that room there is a respawn-fountain. When the player walks through for the first time (=not have token X), nothing will happen. After leaving the room, give him the token. When the player dies and is brought back to the fountain, the doors will close (=enter location, owns token->close fixed item x) and a ghost will appear with a boat dialog set to your underworld. The player then will have no other choice than entering the underworld. For reasons of flavour: You could think of some evil-minded god's quest to earn back life through fighting your way back to the surface. And the ghost could be a messenger of some sort.[/quote] |
![]() |
| Thread Tools | |
| Display Modes | |
|