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Some Questions

klkcahboy90klkcahboy90 Member Posts: 340 Arc User
Hi.

I have some questions that I hope someone here can help me out with:

1. I have some enemy encounters, set to "Fight to Submission" and in the foundry, they stay at the spot they spawn.

However, in live, they start to wander around by the time a player gets to them.


2. The same enemy encounter in "1", are set to "Hurt, Ground" where the enemy is hurt and wounded after they submitted.

However, for quite a number times both in foundry and in live, they actually stand up and walk to their starting positions before falling on the ground and back to the "Hurt, Ground" animation. Sometimes, they only walk a short distance but sometimes they walk all the way to their starting points.


3. How do I make the NPCs say the player's name?

I have tried putting [nickname] in the dialog, eg. "Hi, [nickname]. How are you doing?"

However, when I playtest the dialog, instead of "Author", it still says [nickname].

What am I doing wrong?


4. Is it possible to make a spider lady like Quelaag in Dark Souls?

I faintly recall a video of a quest which I think was a foundry quest which had this.


5. Is it possible to make a dragon?

The dragonlings are small.

Are there any other suitable presets which can be edited to look something like a dragon?


Thank you.
Post edited by Unknown User on

Comments

  • myrmecoleonmyrmecoleon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 94
    edited March 2014
    Not too sure about 3. [nickname] should work in all dialogues (but doesn't work in player responses). For 4, the closest is likely a Drider. Last time I tried to use one, Foundry crashed when editing advanced costume settings - don't know if this is still the case.
    Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
  • ladypeanut66ladypeanut66 Member Posts: 78 Arc User
    edited March 2014
    About 3: it is better if you don't type [nickname], but use the button the foundry gives you. When in dialog making, you have a box with buttons (like OOC and Mission Info). There is another tab that has only a button Nickname, if you clic on that button, it will appear the correct form to have the nickname appearing on the dialog. I think it is [Nickname], not [nickname]. As far a I used it, it has worked for me.

    I don't know about 1 and 2, sorry.

    About 5, every preset can be enlarged on Advanced Mode (set the heigh to max). I dunno is the dragonlings can be enlarged that much, though. Anyways, I don't recall seeing a dragon like the Mad Dragon's Lair one on the Foundry.
  • tiborrustiborrus Member Posts: 94 Arc User
    edited March 2014
    1. The encounters in some things work differently in the editor and in the live game. Why problem for you if they are wandering?
    The "Fight to Submission" is a behavior(the enemie will become defeated and neutral at less than 10 % Health). When this condition is met, they will automatically "play" the "Hurt, ground" animation(so I know).

    2. The "Hurt, ground" is an animation within the Behavior. If you want the encounter play this animation, you need choose the Behavior: Animate!
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    I have some enemy encounters, set to "Fight to Submission" and in the foundry, they stay at the spot they spawn.However, in live, they start to wander around by the time a player gets to them.


    Yep. Hence the - Request: Fight to Submission Behavior option on ALL Behaviors

    The same enemy encounter in "1", are set to "Hurt, Ground" where the enemy is hurt and wounded after they submitted.However, for quite a number times both in foundry and in live, they actually stand up and walk to their starting positions before falling on the ground and back to the "Hurt, Ground" animation. Sometimes, they only walk a short distance but sometimes they walk all the way to their starting points.



    Another annoyance, another request: Request Behavior: Spawn AT Encounter Complete


    How do I make the NPCs say the player's name?

    As someone mentioned - use the button to see exactly what gets entered, and I think "[Nickname]" (capitalized) is correct.

    Is it possible to make a spider lady like Quelaag in Dark Souls?

    Change costume to one of the "drider" models.

    Is it possible to make a dragon?

    No. Dragonling is all we get. You might be able to enlarge it a tiny bit by going into Advanced costuming and scaling up -- but scaling is currently bugged and the largest scale is set to about 7' regardless of starting costume. Turns anything larger than that into miniatures -- miniature Ogres, Giants, etc.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    tiborrus wrote: »
    2. The "Hurt, ground" is an animation within the Behavior. If you want the encounter play this animation, you need choose the Behavior: Animate!

    No, there is an animation that can be set when "defeated" (I think that's it) where you can select Hurt, ground - or anything else - you could force them to dance a twostep if that made sense. I've used it several times in both Arena of Calimport, and Gruumsh's Tower of Conquest.
  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited March 2014
    Thank you all for your responses!

    It really helps me a lot, particularly the [Nickname] issue.

    I believe I had used it in the player's choice dialog instead of the NPC.

    I will try the Drider costume out. Thank you!
    tiborrus wrote: »
    Why problem for you if they are wandering?

    The reason why I don't want them to wander is due to there being objects in the fight room.
    It looks really wierd for them wander and run into the objects since the player is assaulting the place and they are sort of like the last stand and so it would make more sense for them to just stay put near the object they are guarding.
    eldarth wrote: »

    Oh, I see. Thanks.

    Looks like the buggy foundry strikes again=)
    About 5, every preset can be enlarged on Advanced Mode (set the heigh to max). I dunno is the dragonlings can be enlarged that much, though. Anyways, I don't recall seeing a dragon like the Mad Dragon's Lair one on the Foundry.

    I have tried increasing the size of the dragonlings before but to no avail. Thanks anyway.
    eldarth wrote: »
    No. Dragonling is all we get. You might be able to enlarge it a tiny bit by going into Advanced costuming and scaling up -- but scaling is currently bugged and the largest scale is set to about 7' regardless of starting costume. Turns anything larger than that into miniatures -- miniature Ogres, Giants, etc.

    Oh. I didn't know about the mini ogres and giants thing. Thanks, I'll keep that in mind the next time I use them.

    I guess I will just work around the dragon issue.

    Thank you!
  • tiborrustiborrus Member Posts: 94 Arc User
    edited March 2014
    eldarth wrote: »
    No, there is an animation that can be set when "defeated" (I think that's it) where you can select Hurt, ground - or anything else - you could force them to dance a twostep if that made sense. I've used it several times in both Arena of Calimport, and Gruumsh's Tower of Conquest.

    You're right, I checked. This is Submit animation. I apologize, I was wrong! :(
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    Oh. I didn't know about the mini ogres and giants thing. Thanks, I'll keep that in mind the next time I use them.

    Yeah, that stupid advanced scaling burned me a few times. Had costuming all done for a giant, wanted to make him a little bit shorter to fit through Blackdagger Keeps gatehouse, and wham! Giant goes from about 20' tall to 6'...what the ?...push scale slider to max...7' tall. Grrr.
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