doc4gothMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 61
edited February 2014
I went through the foundry looking at the volume assets but could not find any that can be activated/walked through by NPCs only by the player. Can you perhaps tell me what they are called?
I went through the foundry looking at the volume assets but could not find any that can be activated/walked through by NPCs only by the player. Can you perhaps tell me what they are called?
It should be all of them. I know for sure some of the gates open/close when an NPC walks through them.
Just try setting up a path that goes thru the object and it should activate when the NPC gets into the volume space.
I think the OP want to activate an event, not just activate an animated object.
Note to OP: All events are player activated. In the example you state (such as the NPC saying something at a particular point) is a scripted action (based on a script written into the event, based on a timed response from an NPC action). Only Cryptic has scripting control for these kind of effect.
Walking through is an activation. I am speaking in technical, not literal terms. Anything and everything that happens in-game (caused by player or not) is an activated event. My point is that what the OP is looking for is a scripted activated event, which player authors cannot do. (Based on the 'speaking NPC' example).
If you want the NPC to be in view of the player the whole time, then I don't know of a way to do this. However, if the NPC can leave the players view at the end of their walk ...
You could make a walking trigger: You would first need to use a friendly encounter, dressed as the NPC in question.(ralph for clarity sake) Then, if Ralph reached it's end point or place you want them to do something and that location was out of sight of the player(around a corner maybe), then you could have an encounter there that kills Ralph when he gets to them. That would then give you an activation(component complete) that you could use to trigger some other event or action in your quest. Just make sure to have the encounter set to "disappear when" component complete -> when Ralph dies. You would also need to make sure the fight took place and ended within 256 feet of the player, or it won't register. So it is kind of limited, but workable.
Campaign: Ashmadai Incursion
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
I have a similar question. I just want to put monsters on patrol in a hallway. Is there a way for me to do that? I don't like static monsters sitting there. I want them to move and attack the player when they bump into them. Thanks for any help.
The encounters have special behaviour like one way patrol (go to a place an stay there), looping patrol (i think that is what you want) or wandering. You can have the monsters / encounters on a looping patrol, and when the player is near them, they will attack him.
PD: With that behaviour (looping patrol), the monsters will be moving forever. When you get near them, they will attack you, and if they succeed (they kill you), they will continue the patroling.
The encounters have special behaviour like one way patrol (go to a place an stay there), looping patrol (i think that is what you want) or wandering. You can have the monsters / encounters on a looping patrol, and when the player is near them, they will attack him.
PD: With that behaviour (looping patrol), the monsters will be moving forever. When you get near them, they will attack you, and if they succeed (they kill you), they will continue the patroling.
I take it that you want an NPC to activate a marker.
Only players can do that if I'm not wrong.
You can try using a timer to create an illusion of this.
Just put an easy encounter and make it patrol to a friendly hard encounter and make your event triggered by the death of the easy encounter. This is done off-screen though so the player won't see it. You can set the patrol distance/path and control how long it takes for the death to occur this way.
Then, on screen, you make the NPC walk to the place you want and if you time it right, the event can occur when the easy encounter is killed (off-screen) and NPC reaches the area you want (on-screen).
I'd start a new thread, but I'm still waiting for the probationary posting period to end. How do I get my encounter monsters to actually move along the patrol points I set for them. I've put monsters on my map and created patrol paths for them to move along, but they just sit there when I play the map. I also want to have an undead theme in parts of my dungeon, but I want really difficult undead creatures. Are liches listed under some special category? Thanks for any help.
I'd start a new thread, but I'm still waiting for the probationary posting period to end. How do I get my encounter monsters to actually move along the patrol points I set for them. I've put monsters on my map and created patrol paths for them to move along, but they just sit there when I play the map. I also want to have an undead theme in parts of my dungeon, but I want really difficult undead creatures. Are liches listed under some special category? Thanks for any help.
Patrol paths (and also "Wander then Combat") does't work in the Foundry Playback machine. The quest has to be publish for those aspects to work. Note that Patrol Path is one speed. Though you can change the movement speed in Foundry, that aspect is still broken, so all patrols have one speed: normal.
As for difficult encounters: be very VERY careful how you manage and balance them. If you make the encounters difficult for a level 20-ish player, it could be near impossible for the level 50-60-ish player. Be very careful how you balance your combat.
Thanks for the help. What I'm trying to do is make encounters that are so difficult that players have to find an alternate route. I also want players to run away and go through another door or run past mobs and find another door. Of course, if a player is powerful enough, they can just kill the monsters. Either way works. I want to make the glittering path to the objective really hard to follow and alternative maze routes easier. I'd also like to make partially blocked doors that players can get through, but giant monsters can't. This way of proceeding through the dungeon will be explained to the player at the outset from an NPC. The problem is that I can't test my monster patrols to get a feel for if they work. I'm also not sure that my vision for this dungeon is even possible to create.
I would recommend just turning the quest-path off. I never use it in Foundry quests. I might use the area marker if it's a large outdoor map, but I rarely ever use the pixiedust myself.
Comments
"Triggering" something to happen? No.
Encounter Matrix | Advanced Foundry Topics
[SIGPIC][/SIGPIC]
It should be all of them. I know for sure some of the gates open/close when an NPC walks through them.
Just try setting up a path that goes thru the object and it should activate when the NPC gets into the volume space.
Encounter Matrix | Advanced Foundry Topics
Note to OP: All events are player activated. In the example you state (such as the NPC saying something at a particular point) is a scripted action (based on a script written into the event, based on a timed response from an NPC action). Only Cryptic has scripting control for these kind of effect.
I know: unfortunate for authors.
Encounter Matrix | Advanced Foundry Topics
You could make a walking trigger: You would first need to use a friendly encounter, dressed as the NPC in question.(ralph for clarity sake) Then, if Ralph reached it's end point or place you want them to do something and that location was out of sight of the player(around a corner maybe), then you could have an encounter there that kills Ralph when he gets to them. That would then give you an activation(component complete) that you could use to trigger some other event or action in your quest. Just make sure to have the encounter set to "disappear when" component complete -> when Ralph dies. You would also need to make sure the fight took place and ended within 256 feet of the player, or it won't register. So it is kind of limited, but workable.
[1] Devils in the Sewer : NW-DQ9WRV8HX : Daily Eligible : Featured
[2] The Summoning : NW-DGG95NROO : Daily Eligible
[3] Temple of the Winds NW-DM5JFJ3UL : Daily Eligible
Clan Ravenclaw : NW-DU3QXH237 : Daily Eligible
Children's Babble : NW-DUD5EUH8A : Daily Eligible
Solstice Academy : NW-DRJG6BIZM : Daily Eligible
PD: With that behaviour (looping patrol), the monsters will be moving forever. When you get near them, they will attack you, and if they succeed (they kill you), they will continue the patroling.
Thanks ladypeanut. That's what I needed.
I take it that you want an NPC to activate a marker.
Only players can do that if I'm not wrong.
You can try using a timer to create an illusion of this.
Just put an easy encounter and make it patrol to a friendly hard encounter and make your event triggered by the death of the easy encounter. This is done off-screen though so the player won't see it. You can set the patrol distance/path and control how long it takes for the death to occur this way.
Then, on screen, you make the NPC walk to the place you want and if you time it right, the event can occur when the easy encounter is killed (off-screen) and NPC reaches the area you want (on-screen).
That should work, if I'm not wrong.
Patrol paths (and also "Wander then Combat") does't work in the Foundry Playback machine. The quest has to be publish for those aspects to work. Note that Patrol Path is one speed. Though you can change the movement speed in Foundry, that aspect is still broken, so all patrols have one speed: normal.
As for difficult encounters: be very VERY careful how you manage and balance them. If you make the encounters difficult for a level 20-ish player, it could be near impossible for the level 50-60-ish player. Be very careful how you balance your combat.
As always: Test, TEST, TEEESSSSSTTTTTT!
Thanks for the help. What I'm trying to do is make encounters that are so difficult that players have to find an alternate route. I also want players to run away and go through another door or run past mobs and find another door. Of course, if a player is powerful enough, they can just kill the monsters. Either way works. I want to make the glittering path to the objective really hard to follow and alternative maze routes easier. I'd also like to make partially blocked doors that players can get through, but giant monsters can't. This way of proceeding through the dungeon will be explained to the player at the outset from an NPC. The problem is that I can't test my monster patrols to get a feel for if they work. I'm also not sure that my vision for this dungeon is even possible to create.