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How to get 3 npcs to disappear if any are attacked.

medullanmedullan Member, Neverwinter Beta Users Posts: 33
edited May 2013 in The Foundry
Okay so here is the layout so far... I have three npcs a mother a father and a local villager. Each of these npcs have vital quest dialog chains. Each of these npcs also has a dialog option that should lead to combat with all three npcs. I have set three separate encounters each with the same three mobs. Each group of mobs is set to appear when ever any one of the attack dialog options is reached, and is covered over with the npc's costume skin.

Now the problem. I cannot figure out how to get all three of the npcs to disappear when the combat starts. I tried setting them to disappear when any one of the attack dialogs is reached but instead of them disappearing when one is reached they will not disappear until all three are reached.

If anyone could help me figure out how to use the options in the editor to fix this it would be very much appreciated. It just doesn't make sense if some adventurer comes up and attacks your wife and your wife fights back you are going to join the fight not dupe yourself and start fighting with your clone.

or in short, how to if or instead of if and?
Post edited by medullan on

Comments

  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    Shameless self bump technique.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    There is no OR in the game right now. The way you're trying to set it up won't work. You should try to create only one attack condition and link all the NPCs to that one.
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    Tilt is right that there is no OR, that said I think you are over complicating this a tad. Set an official objective for the interaction with the NPCs then have them hidden on completion of that objective. Leave both your "positive" and "negative" dialogs ending with objective progression. Key the "negative" dialog to spawn the encounter while the "positive" dialog spawns the result of your good conversation with the NPCs. Resolution of the encounter becomes non-tied to an objective in this way so that if it happens or not effects nothing but it spawns in such a way the player can't simply avoid it if they make a "negative" dialog choice.

    It's a fair piece of work because you will need 3 versions of your NPCs, a Before, a hostile after, and a non-hostile after. All with appropriate behaviors but it will give you what you are looking for without having to be overly heavy handed with triggers for the NPCs seperately. The only downside is that the NPCs can not in this way be talked to individually for the objective completion. You can give each fluff conversation but only one of them can be triggered for the objective dialog. Hope this helps.
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  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    These three npc's cannot be tied into storyline objectives at all that would break the entire quest. It sounds like until OR is implemented I will have to deal with each npc defending itself and only itself with perhaps some non interactive npcs backing them up to make the combat more difficult. This is the way I have it set for the evil monster npcs. I was hoping to simulate more benign responses by having the good npcs support each other. So for now I am just going to make each one independent if any one can figure out a solution or if a patch changes the foundry to make it possible it would be awesome if someone could let me know.

    And thank you for the responses.
  • karmicooziekarmicoozie Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    You said,
    Now the problem. I cannot figure out how to get all three of the npcs to disappear when the combat starts. I tried setting them to disappear when any one of the attack dialogs is reached but instead of them disappearing when one is reached they will not disappear until all three are reached.

    It seems that the 3 NPC's disappearing would need to be based on the status of the combat encounter.

    Spawn Encounter, now all NPCs disappear.

    Don't know if that helps, just what came to mind when I read your post...just running through the forum to see if I can help anyone.

    Good luck!
  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    I don't understand what you mean by spawn encounter. there isn't an option called spawn encounter. unless you mean component complete in which case the npcs wouldn't disappear until after the mobs were killed. in fact I can't figure out any way to base anything off of the status of an encounter am I missing something?
  • upskirtupskirt Member Posts: 42
    edited May 2013
    ok here is your fix!

    set to appear when dialog reached for the start of each convo. when the convo starts with one npc the other two will become new npcs, then set there disappear when to the encounters that the first npcs spawns.

    this made more sense in my head. i hope this helps.
  • upskirtupskirt Member Posts: 42
    edited May 2013
    medullan wrote: »
    I don't understand what you mean by spawn encounter. there isn't an option called spawn encounter. unless you mean component complete in which case the npcs wouldn't disappear until after the mobs were killed. in fact I can't figure out any way to base anything off of the status of an encounter am I missing something?

    you can make then vanish when the encounter starts if it is a quest component, "disappear when in progress". they will vanish then the encounter starts.
  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    I figured it out you can read how on my post about the OR gate. not sure how to link it in the comment.
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