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[Feature Request] NPCs with Guardian Behavior AI

mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
edited May 2013 in The Foundry
Currently the only assignments you can make to NPCs that make them follow you is as a cowering fool. I would like to suggest that you add a behavior of following that joins the player as a companion. I know you can do it, as it was done in the Zoey quest early on.

I don't care what you need to do to make sure that people don't abuse the feature. Heck, turn off all combat damage for NPCs that are setup with this behavior, just give us something other then a panicky idiot.
Mokah - The Grumpy Strumpet
[SIGPIC][/SIGPIC]
Post edited by mokah on

Comments

  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    You can do this by having a friendly encounter following you around instead of an NPC.
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    You can do this by having a friendly encounter following you around instead of an NPC.
    Can you detail how that is done? I do not see an obvious way of doing that.
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • vendryasvendryas Member, Neverwinter Beta Users Posts: 25 Arc User
    edited May 2013
    Go to the Encounter section under NPC, and search 'Guards' - from there, you can select one of those, and then set them to the 'Follow' command in their individual sections. Since they are an Encounter and Friendly, they will engage in Combat when you do, or when enemies are around them. I believe you can even go into Outfits and customize them that way for a unique look, but I'm not sure whether or not it'll override the 'Encounter' system.

    EDIT: After looking into it, I can't find a way to edit the appearance of the guard, so I guess you'll have to stick with the standard model... unless I'm missing something.
  • mokahmokah Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I found where to customize the guard, it is on the details on the encounter itself. So I have an NPC that the player talks to and at the end of the dialogue the NPC despawns and the friendly encounter spawns. The AI of the encounter is set to "follow" but the guard just stands there and does not follow me.
    Mokah - The Grumpy Strumpet
    [SIGPIC][/SIGPIC]
  • vendryasvendryas Member, Neverwinter Beta Users Posts: 25 Arc User
    edited May 2013
    Yes, that is an issue with the Foundry client itself. I've been told that even though it doesn't follow you in the Foundry, it will follow you in the quest itself. It's a wonky bit with the Foundry.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Yup. The Foundry doesn't generate pathing nodes, so the AI has nothing to use when trying to follow you, instead making it stand still or crash into doorways. It should work when published. I just wish there was a good way to test this kind of thing.
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    Yup. The Foundry doesn't generate pathing nodes, so the AI has nothing to use when trying to follow you, instead making it stand still or crash into doorways. It should work when published. I just wish there was a good way to test this kind of thing.

    Same. There needs to be a way to publish but hide the quest from the Foundry list.

    in the short term just delete the entire description of the quest and put in caps
    QUEST PUBLISHED TO TEST AI PATHING, WHICH CAN NOT BE DONE IN THE FOUNDRY. DO NOT PLAY OR RATE.

    Another way is to duplicate the quest rename it to test and upload the duplicate, test it, then unpublish it.
    bdayaffair_zps6675e60e.png
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