Difference between revisions of "Talk:Quest Targets Tab"
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imported>Vagrant0 (New page: Since it wasn't already mentioned, I wanted to point out that using the Quest Targets Tab is actually one of the more useful ways to debug quests that involve trying to find specific NPCs,...) |
imported>Arthmoor |
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Since it wasn't already mentioned, I wanted to point out that using the Quest Targets Tab is actually one of the more useful ways to debug quests that involve trying to find specific NPCs, or just simply tracking where NPCs are at when testing anything. Just because everyone hates quest markers doesn't mean you can't make use of them when testing, and just disable later.--[[User:Vagrant0|Vagrant0]] 01:44, 7 November 2009 (EST) | Since it wasn't already mentioned, I wanted to point out that using the Quest Targets Tab is actually one of the more useful ways to debug quests that involve trying to find specific NPCs, or just simply tracking where NPCs are at when testing anything. Just because everyone hates quest markers doesn't mean you can't make use of them when testing, and just disable later.--[[User:Vagrant0|Vagrant0]] 01:44, 7 November 2009 (EST) | ||
Here's one for you: | |||
Let's say you have two interiors. Interior A, and Interior B. In A you have an NPC or a door or anything else that can be targeted. In B you have a subspace to divide two levels split by a ladder through the floor or something. That subspace happens to encompass the door that leads from B into A. If you quest marker anything inside A the markers will malfunction and be pointing off into nowhere with a green marker. Even if you're out in the wilderness somewhere. Move the subspace so it no longer encompasses the door, and the markers begin working as intended - until the player steps into the bounds of the subspace. At that point the markers fail again. [[User:Arthmoor|Arthmoor]] 01:47, 24 April 2010 (EDT) |