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Ok, so now we all know how to make NPCs fight, but how about making them ignored?

pixelb0xpixelb0x Member, Neverwinter Beta Users Posts: 24 Arc User
edited June 2013 in The Foundry
Wondering if anyone has figured out a way to do this yet...

I want a prisoner (NPC) to be in a room with guards (encounter), and NOT have the guards try to fight them through the bars.

Anyone? :)
Thanks in advance!
Post edited by pixelb0x on

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  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Well, if you make the encounter of type "guards", they will be friendly. (Some encounters are called "guards", not to be confused with your prison guards.)

    Or you can put an invisible wall between the NPC and the guards.

    You will also get two now behaviors in the 6/20 release, both are for non-combat mobs, so that will help too.
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  • talli0talli0 Member Posts: 67
    edited June 2013
    If you set the prisoner to the "dead body" behavior, the hostiles won't attack them...and I'm pretty sure that players can talk with "dead" NPCs. When they do, the NPCs come back alive, stand up and talk. Although I also think they go back to being dead after the conversation. But a quick disappear/appear solves that.
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  • zuvielezuviele Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 42
    edited June 2013
    put an invisible wall through the bars.
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  • guitarzan698guitarzan698 Member Posts: 384 Arc User
    edited June 2013
    That's one of the updates coming on the 20th... at least I think it is.
  • ovaltine74ovaltine74 Member Posts: 0 Arc User
    edited June 2013
    Yeah we get a few more behaviors for NPCs, that will specifically address this issue. There is a thread that discusses it.

    http://nw-forum.perfectworld.com/showthread.php?331422-New-Foundry-Features-on-Test-Server
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  • pixelb0xpixelb0x Member, Neverwinter Beta Users Posts: 24 Arc User
    edited June 2013
    mosby1 wrote: »
    Well, if you make the encounter of type "guards", they will be friendly. (Some encounters are called "guards", not to be confused with your prison guards.)

    Or you can put an invisible wall between the NPC and the guards.

    You will also get two now behaviors in the 6/20 release, both are for non-combat mobs, so that will help too.

    Thanks! So two questions...(mainly because I think I must be doing something wrong):

    1) When I created the NPC, I intentionally did not choose a "guard encounter", thinking that the "guard" would fight the guards. Was that correct? I just created an NPC instance with my costume and placed it near the guard's patrol path.

    2) Before I posted this, I DID use the invisible 5x5 cube and surrounded the cage (the torture device bird cage thingy). I couldn't get past it, but the guards still kept beating on the cage. I guess I should try a different one?

    Or just wait until the 20th. :D

    Thanks!
  • vaelicvaelic Member Posts: 176 Bounty Hunter
    edited June 2013
    it's being addressed on the 20th
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  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited June 2013
    pixelb0x wrote: »
    Thanks! So two questions...(mainly because I think I must be doing something wrong):

    1) When I created the NPC, I intentionally did not choose a "guard encounter", thinking that the "guard" would fight the guards. Was that correct? I just created an NPC instance with my costume and placed it near the guard's patrol path.

    2) Before I posted this, I DID use the invisible 5x5 cube and surrounded the cage (the torture device bird cage thingy). I couldn't get past it, but the guards still kept beating on the cage. I guess I should try a different one?

    Or just wait until the 20th. :D

    Thanks!

    1. Guard encounters are friendly to the player and NPCs and hostile to other encounters.

    2. Try the 20x20 invisible wall and place it between the guards and the one in the jail. If need be you can surround the cell with them. Don;t forget to adjust your Y values.

    3. The next patch (20th) will add behavior mechanics that will null the need of an invisible wall.
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  • anrix2anrix2 Member Posts: 175 Bounty Hunter
    edited June 2013
    I place my NPCs in two 5x5x5 invisible boxes stacked on one another. As long as the NPC's feet start inside the box, it should not push them up. It is like placing an NPC in a wall that you can see through. Just keep in mind you need two boxes, the NPC starts from the feet, and extends about 5.5 feet vertically, even if they are laying down.
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  • pixelb0xpixelb0x Member, Neverwinter Beta Users Posts: 24 Arc User
    edited June 2013
    anrix2 wrote: »
    I place my NPCs in two 5x5x5 invisible boxes stacked on one another. As long as the NPC's feet start inside the box, it should not push them up. It is like placing an NPC in a wall that you can see through. Just keep in mind you need two boxes, the NPC starts from the feet, and extends about 5.5 feet vertically, even if they are laying down.

    Ah-ha! This may be the issue. I thought that one 5x5 with proper Y placement would do the trick, but I think I need a taller wall (so double-up on the 5x5). Thanks!
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