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Conversation leading to combat?

mrglad8mrglad8 Member Posts: 22 Arc User
edited May 2013 in The Foundry
Is this possible? I don't want my foundry-project to have just simple fights, kill that and kill that...
I want the players to be able to speak to some of the enemies before they engage each others.. so how would I do this?

And is it possible to hide stuff on a map? That give the players options if they find?

For example, at the end of the map there's a locked door... and IF the players explore the cave or whatever a little more they can find a key in a sack somewhere on the map WITHOUT a quest to tell you to go search for a key, so that they don't have to kill the boss for example at the end to get the key to open the door since they already have the a key... is this too advance? Is this possible?

Thanks :)
Post edited by mrglad8 on

Comments

  • inkedbearinkedbear Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 84
    edited May 2013
    Put a contact NPC with the mob skin on it. Despawn it when objective done and then spawn a mob ontop of the NPC When Objective is done.

    You can have something drop an item.
    And then have a door require this specific item to unlock it.
    I don't think you need to put that in the actual story so you get waypoints etc.
  • giggliatogiggliato Member Posts: 446 Arc User
    edited May 2013
    I think to accomplish your first question is to require two different characters with the same costume. An NPC and an encounter. After talking to the NPC you have the NPC disappear and the encounter appear. It's not pretty but it works. Your door might work in the same manner.
  • giggliatogiggliato Member Posts: 446 Arc User
    edited May 2013
    Can you make doors not appear to be a door (no glittery effect) before obtaining the key to the door?
  • mrglad8mrglad8 Member Posts: 22 Arc User
    edited May 2013
    Thanks for the answer :) Trying this now!

    But I dont think you can make objects just drops items without putting it in quest-log, right?
  • fuglnfugln Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 82
    edited May 2013
    giggliato wrote: »
    Can you make doors not appear to be a door (no glittery effect) before obtaining the key to the door?

    Yes, just set it in the storyline at you need to interact with an item before it opens. (Open Door seems to be bugged tho, so dont use the Door-thingy)
    Little Red Cap and the Bad Wolf
    ID: NW-DC42XFJ5B
    Author: @Fugln
    Quest
    Tag: #Combat, #story, #GROUP


    NWS-DA213JHNY - The Shadows of the Sword Coast
    NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
    Author: @Fugln
    Tag: #Story #Solo #Group #Humor.
  • fuglnfugln Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 82
    edited May 2013
    mrglad8 wrote: »
    Thanks for the answer :) Trying this now!

    But I dont think you can make objects just drops items without putting it in quest-log, right?

    You can make objects drop items directly, and then use it later in the story.
    Little Red Cap and the Bad Wolf
    ID: NW-DC42XFJ5B
    Author: @Fugln
    Quest
    Tag: #Combat, #story, #GROUP


    NWS-DA213JHNY - The Shadows of the Sword Coast
    NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
    Author: @Fugln
    Tag: #Story #Solo #Group #Humor.
  • mrglad8mrglad8 Member Posts: 22 Arc User
    edited May 2013
    I dont see that option on a object, hm... help me! :)
  • fuglnfugln Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 82
    edited May 2013
    mrglad8 wrote: »
    I dont see that option on a object, hm... help me! :)
    Can take some screenshots @ home later. But right now im hiding NW-forums while working. :cool:
    Little Red Cap and the Bad Wolf
    ID: NW-DC42XFJ5B
    Author: @Fugln
    Quest
    Tag: #Combat, #story, #GROUP


    NWS-DA213JHNY - The Shadows of the Sword Coast
    NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
    Author: @Fugln
    Tag: #Story #Solo #Group #Humor.
  • mrglad8mrglad8 Member Posts: 22 Arc User
    edited May 2013
    Ok thanks ! :)
  • flukeredflukered Member Posts: 10 Arc User
    edited May 2013
    @ the sack with the key question:

    Instead of creating an instance like interact on the story-board, you can add dialogue or interacts to object in MAP-mode and have the sack give the key IF the player looks in it, without spoiling the secret with a big quest header.
    Same deal with the door the key fits in.

    Beware though, that as far as i know, the sparkles will be there the entire time no matter what stage the player is on until the items have been used.

    UNLESS, you start model-swapping or playing with visibility of the door and sack tied to certain points in time of the map.

    It's a bit of a hassle, but should work perfectly, if you can stand the nightmare of having nested swaps all over a map.
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