I have a ranged encounter of archers on a scaffold, but when the player approaches they jump off the scaffold and start shooting the player from range..anyone know how I can make them shoot stationary from the scaffold so you have to go up the scaffold to kill them (if a melee player)
Well. I spoke to soon. Using the ranged action point works okay until you get close then they jump down and start melee instead of ranged. I'm using Easy Kolbold Hurler. True Combat - No wander
Was about to say, yeah, the sniper point only works until they lose LOS... then they jump down and start attacking =/ Ran into this with mine as well...
I ended up fixing it by trickery lol... I placed the artillery NPCs ON the sniper spots, and placed both of those blocks at least one pip from the edge (where you would think you want them)... took a severe amount of testing and tweaking, but got it to work eventually. So, my best advice would be, try this, test it, then change it a little, test it, lather rinse repeat =/ Sorry cannot give better...
Use invisible walls to lock them in place, but low enough that they can fire over them (put place them carefully if you want melee players to be able to reach them). This isn't an easy task to get right and requires a LOT of fiddling.
Have you encountered the issue where your ranged mobs will run to different sniper nodes than you wanted them to, even with the nodes placed right under them? This is something I'm running into (I had posted a thread about it) and can't seem to fix. Randomly, they will choose with node they want and run for it, even if it means ignoring the one right under or next to them. Even if it means leaping off their own wall and then not being able to get up onto a different wall that has the node they want. It's really frustrating. I hope Cryptic adds a way to assign a node to a particular mob.
Use invisible walls to lock them in place, but low enough that they can fire over them (put place them carefully if you want melee players to be able to reach them). This isn't an easy task to get right and requires a LOT of fiddling.
I tried this but the smallest wall is 20x20 which is a bit large, plus you can't see them in 3D edit mode. I can try it agin but it really annoyingly time-consuming, I may just let them jump off..
Yeh, I wish for smaller walls from time to time. You could try turning a door the wrong way round, the ones that have no graphics on the reverse, but I'm not sure how well this would work.
Yea I ran into this problem as well and it's pretty much the fault of the AI and AI nodes we have access to. Mobs tend to ignore invisible walls for the most part far as I've noticed. Cryptic needs to give us a Sniper AI Node that roots the sniper in place.
I also ran into the problem of mobs moving to different sniper nodes than the ones I want them to. my suggestion for that is if you're using more than 1 encounter, make sure the circle around the encounter in layout mode doesn't reach the nodes you don't want them to goto. That worked for me.
Well. I spoke to soon. Using the ranged action point works okay until you get close then they jump down and start melee instead of ranged. I'm using Easy Kolbold Hurler. True Combat - No wander
Any other I ideas?
Use 1 sniper node per kobold (not just per encounter). The kobolds will spawn where you set them, then move to where the node is. At least that's what they did when I was playing around with it.
Oh, and as someone else mentioned - I had no luck trying to get specific mobs to go to specific nodes. Good luck!
I also ran into the problem of mobs moving to different sniper nodes than the ones I want them to. my suggestion for that is if you're using more than 1 encounter, make sure the circle around the encounter in layout mode doesn't reach the nodes you don't want them to goto. That worked for me.
I wish my issue was with multiple encounters (and for future I'll keep in mind what you wrote here). Mine is with a single encounter though. And while this shouldn't be a problem (who cares which archer is on which node, right?) for my specific situation, it is an issue. I have the nodes on the top of different platforms. So what happens is the archers spawn on each platform and then in most cases, at least one of them will decide to go for a node on a different platform rather than the node right next to it. So it leaps down and then can't path itself properly up the stairs to the platform it wants to go to. Soooooo annoying.
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Any other I ideas?
[SIZE=-1][SIZE=-1]Memories of Krynn ( NW-DMM8MANTM ) Save The Forgotten Realms from th[SIZE=-1]e Queen of Darkness![/SIZE][/SIZE][/SIZE]
The inspiration for the Ansalon NW Foundry Project
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I ended up fixing it by trickery lol... I placed the artillery NPCs ON the sniper spots, and placed both of those blocks at least one pip from the edge (where you would think you want them)... took a severe amount of testing and tweaking, but got it to work eventually. So, my best advice would be, try this, test it, then change it a little, test it, lather rinse repeat =/ Sorry cannot give better...
[SIZE=-1][SIZE=-1]Memories of Krynn ( NW-DMM8MANTM ) Save The Forgotten Realms from th[SIZE=-1]e Queen of Darkness![/SIZE][/SIZE][/SIZE]
The inspiration for the Ansalon NW Foundry Project
http://nwn.starfire3d.com
I also ran into the problem of mobs moving to different sniper nodes than the ones I want them to. my suggestion for that is if you're using more than 1 encounter, make sure the circle around the encounter in layout mode doesn't reach the nodes you don't want them to goto. That worked for me.
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Use 1 sniper node per kobold (not just per encounter). The kobolds will spawn where you set them, then move to where the node is. At least that's what they did when I was playing around with it.
Oh, and as someone else mentioned - I had no luck trying to get specific mobs to go to specific nodes. Good luck!
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I wish my issue was with multiple encounters (and for future I'll keep in mind what you wrote here). Mine is with a single encounter though. And while this shouldn't be a problem (who cares which archer is on which node, right?) for my specific situation, it is an issue. I have the nodes on the top of different platforms. So what happens is the archers spawn on each platform and then in most cases, at least one of them will decide to go for a node on a different platform rather than the node right next to it. So it leaps down and then can't path itself properly up the stairs to the platform it wants to go to. Soooooo annoying.