Hey everyone. Im pretty new to the foundry and i'm trying to make a scene where my character hides in a place just listening to dialog between two NPCs
My question is. How do i start a dialog with an NPC that is far away from me?
and by dialog i mean actually making choices and having a dialog window like i was talking to an NPC, not the text pop ups on top of their heads.
thx in advance!
Post edited by nuckriegpt on
0
Comments
imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
Hey everyone. Im pretty new to the foundry and i'm trying to make a scene where my character hides in a place just listening to dialog between two NPCs
My question is. How do i start a dialog with an NPC that is far away from me?
and by dialog i mean actually making choices and having a dialog window like i was talking to an NPC, not the text pop ups on top of their heads.
thx in advance!
You can't do the dialog with the NPC itself.
However, if only the text and choices and window are important to you, and not the animations, you can do an object interact with an invisible wall/cylinder/whatever.
An object set as a contact does dialog in the same way that a person set as a contact does, with the same kind of ability to make choices, have branching dialog, have looping dialog, etc.
By using an invisible object as your interact, the player will not see what they are interacting with, so you can tell them that they are watching the two NPCs talk. You'll need to add prompts to let them know which NPC is talking, since you want a conversation between the two NPCs, and you only get one dialog window, but that's easily done.
Unfortunately, what you won't be able to do, unless you burn through your budget doing the NPC shuffle, is animations. As such, you'll probably want to choose some visible-from-a-distance looping animations for the NPCs that can work throughout the conversation.
0
nuckriegptMember, Neverwinter Beta UsersPosts: 3Arc User
You can't do the dialog with the NPC itself.
However, if only the text and choices and window are important to you, and not the animations, you can do an object interact with an invisible wall/cylinder/whatever.
An object set as a contact does dialog in the same way that a person set as a contact does, with the same kind of ability to make choices, have branching dialog, have looping dialog, etc.
By using an invisible object as your interact, the player will not see what they are interacting with, so you can tell them that they are watching the two NPCs talk. You'll need to add prompts to let them know which NPC is talking, since you want a conversation between the two NPCs, and you only get one dialog window, but that's easily done.
Unfortunately, what you won't be able to do, unless you burn through your budget doing the NPC shuffle, is animations. As such, you'll probably want to choose some visible-from-a-distance looping animations for the NPCs that can work throughout the conversation.
Wow, thx a lot. I did it and it looks a lot better than i thought it would!
Comments
You can't do the dialog with the NPC itself.
However, if only the text and choices and window are important to you, and not the animations, you can do an object interact with an invisible wall/cylinder/whatever.
An object set as a contact does dialog in the same way that a person set as a contact does, with the same kind of ability to make choices, have branching dialog, have looping dialog, etc.
By using an invisible object as your interact, the player will not see what they are interacting with, so you can tell them that they are watching the two NPCs talk. You'll need to add prompts to let them know which NPC is talking, since you want a conversation between the two NPCs, and you only get one dialog window, but that's easily done.
Unfortunately, what you won't be able to do, unless you burn through your budget doing the NPC shuffle, is animations. As such, you'll probably want to choose some visible-from-a-distance looping animations for the NPCs that can work throughout the conversation.
Wow, thx a lot. I did it and it looks a lot better than i thought it would!