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Enemies fighting enemies

mzwintermzwinter Member Posts: 0 Arc User
edited May 2013 in The Foundry
In one of the official quests, I noticed that some enemies from different groups (specifically Cult of the Dragon Minions and Skeleton Soldiers) were fighting each other until they noticed me and joined forces in getting blown up by Chill Strike.

Has anyone been able to implement that in the Foundry editor? A quick search shows that it's possible in the STO Foundry, but I couldn't figure out a way to do it in NW.

If it's not possible then feel free to discuss if and why it should be added.
Post edited by mzwinter on

Comments

  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited May 2013
    It is possible. Place one of the groups of enemies as "guards." They will be labeled guards under the encounters. They will not turn on you, but they will fight each other.
  • syynsyyn Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 75
    edited May 2013
    How do you "label" enemies?
    Are you able to do the reverse and label NPC so that enemies won't attack them?
  • yospeckyospeck Member, Neverwinter Beta Users Posts: 174 Bounty Hunter
    edited May 2013
    By label he just means rename, it's not some magic status :)
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    syyn wrote: »
    How do you "label" enemies?
    Are you able to do the reverse and label NPC so that enemies won't attack them?
    It doesn't matter since ranncore's post doesn't do what you are asking for, the guards don't turn on you. What you would have to do is use guards and enemies and have the guards group disappear and an enemies group with the same costume appear when you reached a point. While this would do what you want, it defeats the purpose of the player letting them kill each other to weaken them, and it makes it so a new enemy group just appears out of nowhere if you do let them kill each other.
  • notauriousnotaurious Member Posts: 156 Bounty Hunter
    edited May 2013
    It doesn't matter since ranncore's post doesn't do what you are asking for, the guards don't turn on you. What you would have to do is use guards and enemies and have the guards group disappear and an enemies group with the same costume appear when you reached a point. While this would do what you want, it defeats the purpose of the player letting them kill each other to weaken them, and it makes it so a new enemy group just appears out of nowhere if you do let them kill each other.

    He could set the Y value of his mobs to 100. Then they will drop to the ground, and will have lost about 20% of their health. LOL jk... though I had fun with this in my cave map yesterday... trying to figure out why the mobs weren't moving and why their health was low when engaged. Silly caves.
    [SIGPIC][/SIGPIC]
    Short Code Copy/Paste: NW-DJC4R9H3R
  • cnynridr2cnynridr2 Member Posts: 104 Arc User
    edited May 2013
    Very cool! I also noticed that any monsters near NPC'S will attack them as well. Any way to turn that off.?
  • juravianjuravian Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 63
    edited May 2013
    Actually, there is a way to do this, but it's a little complex.

    You create one guard encounter, and one normal encounter.
    Set the guard encounter to disappear when the normal encounter is dead with "Component Complete"
    Then set a normal encounter to appear in place of the guards when the normal encounter is dead with "Component Complete"

    Then if you want both to attack the player if the players gets too close, you place a marker
    Have the normal encounter disappear when the marker is reached and new encounter as the same encounter type.

    Of course they will all have full health when they attack, but it's an option you could use for effect.
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