Needs attention COMMON MISTAKES - please read

Discussion in 'Showroom & Submissions' started by Hummel-o-War, Jun 15, 2021.

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  1. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Hi there, with a lot of new builders submitting their builds (and we happily integrating them!) there are a few common mistakes I often have to change or redo.

    Instead of posting them to each and everyone, I will add my finds to this thread, so everyone can have a read.

    FIRST of all, please always CHECK these threads before building or submitting.
    https://empyriononline.com/threads/read-first-submitting-bp-for-default-game.97618/

    It has all the guidelines and rules listed ;)
     
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  2. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    TRADER DIALOGUES

    Do NOT add BARKING Dialogues to traders that are not set up with a choice to open the traders window over here:
    Trader-Barking.jpg

    This will lead to the trader not being accessible.

    What you can add here for traders is the preconfigured Dialogue state: Trader_DialogueSwitch_Start

    It gives a choice of the "latest news" and the trader offers.

    You do not NEED to add a Dialogue here of course.
     
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  3. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    TELEPORTERS

    Do NOT set TELEPORTERS to 0000 as long as they are part of the Teleport Network (default)

    Teleporter-Network.jpg

    In case you set them to 0000 a player who might be only neutral to a faction can use the teleporter, go somewhere else and never can go back, because teleporters can ONLY be used as a target from POI of at least FRIENDLY npc factions. (There is another side-issue with that, but that will require some fixtures of the accessibility of a teleporter)

    When removing the teleporter from the TN, you might set and configure the teleporter to work that way intentionally (eg. for dungeons or else where you do not want the player to "teleport in" from the outside >> See the Derelict Mining Vessel (Ancient Revelations mission)
     
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  4. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    NPC SPAWNERS FACTION setting

    When creating a POI or vessel for a faction - be it Warlord or Polaris for example - ALWAYS keep the "FACTION" setting with "SAME AS BASE" and the STATIC checkbox ticked

    NPC-Spawn-Faction.jpg

    The faction of the spawned NPC will be set by the faction the POI/vessel is spawned.

    Why this is important: In case this later changes, for example because a warlord subfaction like ARC or Wastelanders moves to its "own" faction, all the POI and vessels would need to be updated. Otherwise you would have Warlord NPCs spawn on your new faction vessel. And the player would always being attacked even if he is honored with your faction = lot of confusion ;)
     
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