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Non-Objective NPC needs to disappear!

runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
edited June 2013 in The Foundry
So in my quest, a non-objective NPC (appears outside of the Story board) appears when you pick up an item. The NPC attacks you, then runs away. There is no "This Component Complete" to make her disappear, so I've been making her disappear at Dialogue Prompt Reached with her own dialogue. : / How can I refine this so that she doesn't cut off her last piece of dialogue? heh :/ Foundry newb.
Post edited by runis12 on

Comments

  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited June 2013
    Give her a blank dialogue after her final regular dialogue and have the disappear trigger off that one instead. That way the player can read the final "real" dialogue, and the blank one will be skipped/disappear along with the npc.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • thehuntress#2050 thehuntress Member Posts: 119 Arc User
    edited June 2013
    Would this work if I wanted an NPC to yell at the PC "Intruder!", run to a door and then disappear?
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    nezroy123 wrote: »
    Give her a blank dialogue after her final regular dialogue and have the disappear trigger off that one instead. That way the player can read the final "real" dialogue, and the blank one will be skipped/disappear along with the npc.

    Yeah, I've got this going on. Just seems to kill the mood of the dialogue. ^^; With the black window flickering in and out quickly. BAHHHHHHHHHHHHHHHH
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Anyone else? ;p
  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited June 2013
    You could use a checkpoint, have the npc move away through the checkpoint so if the pc follows, the npc disappears.

    Or you could have an invisible clickable, placed on top of the npc, be the contact instead of the npc. That way you can use component complete for when the dialogue finishes. Only real downside to this is that you can't have the npc do different animations during the dialogue without having them disappear and reappear to change the emote.
    Don't Panic.
    airplane-2-o.gif
    Okay, Panic.
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