Okay, all y'all foundry experts, I'm lost.
So.. I want to do something that I'm pretty sure all of us story-types want to do, and I've seen it done before.
I want to fight an NPC, then talk to him.
So, I make myself a solo-mob encounter, redress him so that he looks like my contact NPC
I set an objective in the Story timeline that's set to defeat that encounter mob.
I then set an objective in the Story timeline that's set to "talk to contact NPC"
Here's my timeline:
So, in the encounter, I have this:
And in the actual mob details, I have this:
But when I defeat the mob, he does not despawn. He should, right? I have it set to disappear when complete...
The contact NPC spawns just fine and I can talk to him, etc etc. But the encounter mob is very stubborn and refuses to go away.
What am I doing wrong?
p.s. I have the encounter set to go non-hostile at 10% because I don't really want him to die. I just want him to despawn and respawn as the friendly. Obviously, if I set him to True Combat, No Wander, he'll die, then the corpse will despawn. Is that the only way for me to do this?
Comments
Switch it to Layout, then it will show the mob marker (lol bob barker) for the group, which you can delete.
What I do is make the contact mob vanish and replace him with a new mob in the exact same spot. Which should make the other go away as well. I think it's just because the mob spawns are tied together.
NW-DGXUGRSN6
I did try that. I also tried attaching the despawn event to interacting with an object, post-combat. Apparently once you fight a mob, that's it, they're stuck in your module forever, unless you kill 'em.
That said .. I am still more than willing to admit that I'm doing something wrong.
This can't be the only time someone's tried to do this. It's a "mistaken identity" type of scenario, where you meet an NPC and you fight, and then you realize he's the ally you were looking for. Pretty common trope, I think?
By @Stebss
Short Code: NW-DM900IFHK
NW-DGXUGRSN6
You should probably set the visibility condition under the Encounter settings and not under the Encounter Details settings (press 1-2 to switch from one to the other).
I haven't tested the "until submission" condition, but I suppose (and it makes sense) that if you set the encounter Disappear condition to "This component complete" should make the encounter disappear when defeated.
If nothing else works, well... just do it the ugly way: let the Encounter die, spawn a flash (lightning FX/explosion. beware that the lightning FX needs to be hidden or it'll continue), and spawn a badly injured NPC nearby.
There is much to be improved in the editor
Modules:▬► "Mind Over Matter" NW-DNASR4HTL
(beta v0.9 - improving dialogues, fine tuning encounters, 99% bug free)
But I still hold out hope for a solution!
Set the disappear when to "objective in progress" - and that would be the same setting for the "appear when" on the interactive NPC. But there is a problem... during combat the hostile encounter will move around. Therefore, wherever he is standing when he submits may not be the same spot where the interactive will appear. So the way I handled it was to put an interim objective.
In my case the goals are:
1) Fight bad guy (submits) (this is NOT in storyboard and therefore is NOT an objective)
2) Investigate the alter this bad guy was guarding (doesn't matter if it's in storyboard or not)
.......which just happens to cause the player to turn around.......
3) Return to defeated bad guy and interrogate him
Triggers are:
Fight bad guy/ combat to submit
Make an interactive - but also place a floor marker - submitted encounter disappears when "component reached"
Interactive NPC appears when "component reached" (same component)
The "trick" (smoke and mirrors part) is placing step two in a place that causes the player to not see the switcharoo of encounter and NPC - such as having his back turned or facing a wall or something.
What this does: PC fights encounter. Pc turns AWAY from encounter to go interact (encounter poofs, NPC appears while PC is not looking) - PC then return to "encounter" (which is now the NPC) - PC presumes the submitted encounter has moved to new positin while his back was turned.
//Smoke and Mirrors
None of the smoke and mirrors in the world are going to work if the combat mob won't despawn. I've tried tying the despawn to interacting with the object, or reaching the floor marker, or talking to the newly spawned contact NPC.
I've tried it with the despawn on the mob, and with the despawn on the encounter. I have no clue how to make this mob despawn. it simply won't.
Except that my interactive NPC doesn't have any such options. He has two options: Immediately and Objective in progress. If I disable his quest dialogue, I get Component Reached as an option, but that still doesn't help with the despawning of the combat guy.
Which works, but isn't ideal, because really we want him to despawn on a trigger, when the PC's back is turned.
Yes - Despawn encounter on component reached, (once component reached, next goal: speak to NPC) - NPC appears Objective in progress.
LOL! Hey, THANKS @Nezroy123! I totally spaced that one! Sheesh, I must be getting old and... angry or sumfin. ~snicker~
I think this is going to have to be the way to do it. it's a pity the mobs don't obey their own rules.
By the way, I wanted to thank everyone that had posted in this thread. My apologies for not saying thanks before - I do appreciate all the efforts to help. Just a little bit frustrated by the Foundry not doing what it's supposed to.
This is brilliant. I was just struggling with how to do this, myself, and was about half-way to this conclusion. Bumping, because it's a great idea.
Edit: Actually, I just want to clarify something. I'm not able to make the submit-state NPC disappear on the completion of another objective. I only have two options: disappear at the completion of the current Kill objective, or disappear on a timer. The timer works for me, at least in play testing it in the Foundry.