FraGnBraG wrote:fast end and open all - these you are manipulating/activating triggers that are "exposed".
If you use debug triggers - need hide it. Or make hard to activate by accident.
While I try record bug 7 on server, some players income to server and accidentally activate trigger for last path. It is summon dragons on my head - lot of pain.
Better use trigger for fire. For example in some point. Because rare fire on start point if it safe place. Or move to real hard place to reach. Currently it too often triggered accidentally.
Once fixed, the player can only return to skaarj base by the active relic door which will then close when player gets up to the
control room and activates the next relic portal.
Not good solution for team game. First player use tele, but another?
You need think "multithreaded". MH is team game, not single player. You can not rely on order events (pass tele close it, for example) or player position (player can be in two places in one time).
Also in MH must be possibility return back to kill all monsters on the map. It is good design.
Key points can be accessible or not, but location can be returnable.
Also in this MH server enabled translocator and team translocator. So you must know about this possibility. It can destroy expected order of events.
#7 - heh heh heh heh - never in a million years would I think of that
It is obviously. DM-Deck16][. You can fire in elevator bottom while bot stand in elevator center. It is not work locally, but very good work on any network server. Maybe because something connected with replication, I do not know.
It is not only one place where it can possible. For example, you can kill all closest monsters, like puppae, on main temple before it activated and all exits is closed. Monsters see you through mover, try move from it, you fire any splash damage - they die. Typical trick for MH.
I only show dragons because it is break events chain. In other cases it is simplified run, but not break chain.
#8 - I thougth i fixed this problem. guess not. There are only two sets of playerstarts. Here is the intended logic:
A. in the skaarj base -> skaarj ps = ON and tower ps = OFF. Portal teleporter to outdoors should switch tower ps = ON, and skaarj ps = OFF.
B. in the outdoors -> skaarj ps = OFF and tower ps = ON. Relic teleporter to skaarj base should switch tower ps = OFF, and skaarj ps = ON.
As I say, I try record bug 7. I died in temple, respawn in base, run to tele to town (this must switch respawn), die, respawn again in base...
Few other players stay on base respawn and wait for me because they want another map, but I want record bug.
So because they stay on base and move on it, they always switch respawn to base.
Also respawn on front dragon it is not fair.
Red_Fist wrote:is the map broke or not, and, why is DOT not fixing a FNB map ? I see it says BETA, but is this a beta that DOT is fixing, or is this an old FNB map that DOT is fixing. ?
I am not map editor. Just stupid user.
For this map you can use next scheme:
Respawn on base. Always.
Go to relics room. Activate first. It is activate teleport to tower. It is placed near, and active always after activation.
Also activated teleport on respawn point. It is allowed directly tele to tower from respawn point.
Each relict place is closed (force field or mover brash) by default, except first.
Chain contains of next events: place relict - defend guards. After that triggered open tele to respawn. It never closes. But you need place + defend, or next relict can not be activated. only place do not allow trigger next item.
After last relict you can open final path for end.
Temple and base connected in double way. You can return in any time. But key point must be processed in properly sequence.
Noting hard, nothing complicated. No dead end, no unexpected moving respawn.