I have an NPC the character speaks to. When there conversation is done I want the npc to disappear. I got all that. Here's the problem. The npc is set to disappear when dialogue prompt is reached.. but that dialogue just flashes on the screen for a second then the npc disappears. Any way to slow this down so the player can READ the dialogue before the npc disappears?
Post edited by guitarzan698 on
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited June 2013
Have you tried having the NPC disappear when 'this objective complete'?
Yes.. actually.. it's a "prisoner" npc.. and there are several of them. I suppose I could set up objectives for multiple prisoners... and have them all disappear at once... but that seems a bit clunky. The player should be going from cell to cell releasing prisoners... then they disappear once he tells them to "be free".
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited June 2013
The 'objective complete' is talking to the NPC. So if they were all set to disappear when objective complete, they should all disappear after you talk to each one individually.
Put in an extra dialogue at the end with no meaningful text, use that one to trigger the npc disappearing.
Alternatively use the component complete with the contact being the component trigger. Note that you'll have to be more careful with the dialogue in this case as any successful finish will trigger it. This can be useful though too as it gives more or logic functionality to your trigger.
That didn't work anyways.. the npc's just stand there. For testing purposes I have 2 npc's in cells. The player opens the cell and speaks to the npc. That should complete the objective (dialogue)... the npc is set to disappear when objective complete. I expected the npc to disappear.. but he just stands there. I've tried this with just one npc and got the same result. I was able to get this to work... sort of.. by using the 'reach point' objective.. but I had the problem mentioned in the first post of this thread. I plan on having several (5 or 6) npc's locked up.. then they make their escape once the player speaks to them. What am I doing wrong? Am I going about this the wrong way?
(Hey.. a new reply appeared while I was typing this up.. I'll give that a try... stay tuned for results)
Looks like you can't use an NPC as a component... only objects and stuff. I can do this will meaningless dialogue in the last box.. but that seems a bit cheezy and that's basically what I tried the first time.. thus the first post of this thread. Still working on it.....
Here's the latest... (dialogue objective) speak to npc.... (npc set to disappear when objective complete)... player talks to npc (which should complete objective) .. npc stands there and does not disappear. Now I'm stumped.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited June 2013
To use the objective complete they have to be in the storyboard.
Ah, ok. Well if you are doing this with an npc and you don't want to use the extra dialog, you could try:
Make the npc non-interactable.
Put an invisible clickable on top of the npc, and name it after the npc.
Set the invisible clickable as a contact.
And then have it and the npc disappear when it's completed.
As far as why the npc isn't disappearing when you use objective complete, are you using "This objective complete" as the trigger?
Yes.. I'm well aware of this... (storyboard objective-dialogue) speak to npc. The npc is set to disappear when objective complete.. it doesn't work and I can't see why.
Duh... I found the problem. This, of course, is a work in progress. I have my maps finished with all the transitions in place and working properly. Now, I'm working on the quest objectives.. The problem I've been having is simple. This objective is not the only objective on this map.. thus.. speaking to the npc's hasn't been working as in play-testing this room... it is not the first objective on this map. I need to play through ALL the objectives on this map up to the current one... then it should work properly. Sorry Crok2.. didn't mean to take up so much of your time. And Thanks to everyone that gave input.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited June 2013
Oh, glad you figured it out! I was just asking Izatar what the problem could be :P And I need something to do while map is loading so no time taken
Trick I use is just add an additional dialogue prompt that says basically nothing and link the disappear to that. (because the npc will disappear before anyone gets to read it anyway)
Makes it look kinda buggy, but we'll just point our fingers at cryptic and say fix it and probably a year from now it will be. (if it's ever fixed)
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Alternatively use the component complete with the contact being the component trigger. Note that you'll have to be more careful with the dialogue in this case as any successful finish will trigger it. This can be useful though too as it gives more or logic functionality to your trigger.
Okay, Panic.
(Hey.. a new reply appeared while I was typing this up.. I'll give that a try... stay tuned for results)
Make the npc non-interactable.
Put an invisible clickable on top of the npc, and name it after the npc.
Set the invisible clickable as a contact.
And then have it and the npc disappear when it's completed.
As far as why the npc isn't disappearing when you use objective complete, are you using "This objective complete" as the trigger?
Okay, Panic.
Makes it look kinda buggy, but we'll just point our fingers at cryptic and say fix it and probably a year from now it will be. (if it's ever fixed)
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