This may be a relatively minor issue, but I'm hoping there's an easier way. The setup:
- Player sees a stationary NPC.
- Player talks to NPC, concludes dialogue
- NPC walks off.
Currently, the only way I've found to do this is to have an NPC set to "contact" visibility = immediate, disappear upon dialogue objective complete. Duplicate NPC set to "one way patrol", appear upon dialogue objective complete.
I don't like the despawn / respawn, as it doesn't seem... natural. Is there a cleaner way?
Not that I know of, i guess you could fudge it by just making a patrolling npc and play around with the idle "weights" to match them up with the expected time of player arrival.
on the other hand, i may have missed some trick somewhere.
Can you set the duplicate NPC to appear upon dialog in progress? Or maybe upon dialog prompt reached and have it be the first prompt in the dialog tree? Then have that duplicate NPC spawn a distance away and start the patrol. You'll have to fiddle with the timing and use a guess at how long the player will spend in the dialog tree, but that way the duplicate NPC will be spawned already and patrolling then you just have to make the original NPC disappear as soon as the dialog tree is complete.
Currently, the only way I've found to do this is to have an NPC set to "contact" visibility = immediate, disappear upon dialogue objective complete. Duplicate NPC set to "one way patrol", appear upon dialogue objective complete.
This is the best way I've found, but you can tweak it a bit. For example, instead of triggering the switch when the dialogue is complete, add and click-on item nearby. So, after the dialogue, the player needs to click on an item off to the side a bit. As he does this, you swap the models. It's a bit more fluid I think.
This is the best way I've found, but you can tweak it a bit. For example, instead of triggering the switch when the dialogue is complete, add and click-on item nearby. So, after the dialogue, the player needs to click on an item off to the side a bit. As he does this, you swap the models. It's a bit more fluid I think.
Thanks all for the replies. The above one seems to be the best I've seen so far. Very good use of "misdirection". I like it.
Also - what's the proper setting to make an NPC "run" when set to "One way patrol"?
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bestarallinMember, Neverwinter Beta UsersPosts: 26Arc User
There is a patrol speed setting but it's bugged atm. They stay at the same speed no matter what value you enter. Also your way or mosby's way seems like the only way to accomplish that. I would go for the OP way myself. Ever notice the dev quests where you turn the statues to light the base up, and for a split second they disappear! They're doing the same thing.
There's a video on youtube that the producer of the foundry did, and said right now complex things like what you are trying to do will have to be done with slight of hand and duplicates, etc. They want to implement a more in depth npc scripting system, but who knows if/when that will be.
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runis12Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Hi roguejd000-
I've been doing the same exact thing as you. I'm new to Foundry and working on my first quest. I thought I was really fudging it with the NPC talk and walk off. It's kind of comforting to see that others are doing it too. Hehe
Comments
on the other hand, i may have missed some trick somewhere.
This is the best way I've found, but you can tweak it a bit. For example, instead of triggering the switch when the dialogue is complete, add and click-on item nearby. So, after the dialogue, the player needs to click on an item off to the side a bit. As he does this, you swap the models. It's a bit more fluid I think.
The Cursed Emerald:
Thanks all for the replies. The above one seems to be the best I've seen so far. Very good use of "misdirection". I like it.
Also - what's the proper setting to make an NPC "run" when set to "One way patrol"?
At work but I'm pretty sure I saw one.
There's a video on youtube that the producer of the foundry did, and said right now complex things like what you are trying to do will have to be done with slight of hand and duplicates, etc. They want to implement a more in depth npc scripting system, but who knows if/when that will be.
I've been doing the same exact thing as you. I'm new to Foundry and working on my first quest. I thought I was really fudging it with the NPC talk and walk off. It's kind of comforting to see that others are doing it too. Hehe