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Press "F" to Interact - No Dialogue

fazemladaiyafazemladaiya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
I attempted to use the search engine, but nothing came up for this, so if there is already a thread on this, a link would be appreciated.

I am attempting to make a Foundry Mission where you simply press "F" to "interact" with an NPC to "rescue" them (essentially making them just disappear/despawn). I do NOT want a dialogue, yet it appears that the only way to make an NPC disappear is to have a dialogue with them or reach some componant.

Is there a simple way to make an NPC just poof? For an example I am thinking similar to the Tower District, near the beginning, where you have to rescue 5 soldiers. You simply press "F" to interact with them and they run off and de-spawn.

I think I have managed to grasp the rest of the Foundry. This is the only thing that seems to elude me, even on search terms here.

Thanks in advance for any assistance.
Post edited by fazemladaiya on

Comments

  • slaidzslaidz Member, Neverwinter Beta Users Posts: 181 Bounty Hunter
    edited May 2013
    I don't believe so as the only way to make a NPC disappear by "interacting" with it would be to have a dialog prompt that does so. Or through the use of a component as you said. You could, of course, use animation and dialogue to make it seem as if you're interacting with the NPC through use of OOC font.
  • fazemladaiyafazemladaiya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Unfortunately that is what I thought, but that is not the case. There is a Foundry where you go to the Pit, and rescue a bunch of slave girls. The author was even able to customize the text -"Press F to break the chains" - and once you did so the girls disappeared. I wish I could find that mission again, but it's name eludes me, and I do not want to bug a particular author with questions best shared on this forum for others to learn from as well. If I can only figure out how to get this interaction into play instead of dialogues . . . basically I am having the player rescue a lot of people on the battlefield and to have that many dialogues would make the quest take forever compared to just "press F" and rescue to make the NPC despawn. I am after the same behavior as the Neverwinter Tutorial where you rescue the soldiers laying on the ground.

    As for the animation and component that is what is eluding me. For the life of me I cannot seem to find any way in the NPC properties to program such an action. The only options for the NPC to make it disappear are dialogues or components, but the NPC is the component, which is where this is stumping me. It's like a catch-22. You need the NPC to create the conditions for the component, and the component to create the conditions for the NPC?
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Put invisible walls in front of the NPCs and interact with those instead.
  • fazemladaiyafazemladaiya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Would these walls be able to be passed through? I'd hate the thought of players on the battlefield running into a bunch of "walls" blocking them from running right through their area.

    I'm not trying to shoot down answers here. I apologize if it seems like I am doing so. I just want a Foundry Mission for my Guild to really enjoy (public also, I suppose, since I have no choice but to publish to the general public if I want to publish at all). If the general public HAS to have access to it, then I want a similar experience to what you get in the Neverwinter tutorial.

    I am certain no "walls" were involved. Any way or direction or angle I looked at the NPCs laying on the ground provided the interaction ability for me to "rescue" them. In this case, the inspiration I have is a battlefield environment where you are a rescuer trying to get multiple soldiers up and out of the fight, while encountering hostiles along the way. If you are fighting hostile forces, I could only imagine the inconvenience of running into invisible walls among the fallen.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    An invisible clicky then. That can be passed through.
  • fazemladaiyafazemladaiya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Invisible Clicky . . . sounds good. I'll try to figure out how to do one of those I suppose. I did another foundry along similar terms, but instead of interacting I just had the NPC follow the player once rescued. In this case the trigger was just the enemy getting killed. If anyone wants 50 cats following them all over the map be my guest LOL.

    Any tips on configuring this "clicky"?
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Just place it directly on the NPC, and make sure the NPC itself isn't marked as a contact or interactable. I did the same thing in A Hidden Blade when you're supposed to ride the horse at the end. The horse gives the impression of being ridable, but it's actually just an NPC you can't interact with. The player is actually interacting with the invisible clicky on the ground.
  • jordanneffjordanneff Member Posts: 0 Arc User
    edited May 2013
    Invisible Clicky . . . sounds good. I'll try to figure out how to do one of those I suppose. I did another foundry along similar terms, but instead of interacting I just had the NPC follow the player once rescued. In this case the trigger was just the enemy getting killed. If anyone wants 50 cats following them all over the map be my guest LOL.

    Any tips on configuring this "clicky"?

    Ok, so with my limited foundry knowledge (still making my first quest) here's how I'd do it:

    Make your npc, bound on the ground with absolutely no contact/interations enabled. Do a search for invisible and look for the clicky or half sphere or something that would fit well and position it right on top of them. Now you can set the clicky to appear when an event or dialogue prompt is enabled and then just set the npc visibility (along with the clicky) to disappear when the clicky is interacted with. I think the dropdown option is "when component is complete" or something like that. I haven't tried this personally so if its not the correct way I apologize in advance, but with how I've used the foundry so far this seems like it would be the only way at the moment.
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