test content
What is the Arc Client?
Install Arc

'Or' function in Story Objectives?

rimaka94rimaka94 Member, Neverwinter Beta Users Posts: 5 Arc User
edited July 2013 in The Foundry
I'm not extremely familiar with the Foundry just yet, but one thing I have noticed (or am missing?) is the lack of 'Or' functions in a lot of places. I'm posting this because, just maybe, I'm missing a sort of option to make side-by-side objects an 'Or' objective instead of 'And' so that the player has to choose between the 2+ options presented in order to progress. Also on components like NPCs or Objects for the disappear or appear functions, is it possible to set 'Or' on the objectives rather than 'And' where it requires all of the following components to be achieved in order to fire?

If this is not the case, is there a way to "fail" an objective to stop that branch from progressing and only allow the other one(s) to continue?

I hope I'm making myself clear here. Here's an image to sort of help describe the issue I'm having.

fc2c26c906a180e46d30bfc5f4ebefe8.png

I don't want both of those branches to be required, only one of them.
Post edited by rimaka94 on

Comments

  • quachiluttasquachiluttas Member Posts: 4 Arc User
    edited July 2013
    Strictly speaking no, there is no 'OR' logic in the Foundry engine. However, many clever folks have found ways around it and fudging 'OR' logic.
    Try this video: http://www.youtube.com/watch?v=2rqnwZBn67o
    It certainly helped me. :)
  • rimaka94rimaka94 Member, Neverwinter Beta Users Posts: 5 Arc User
    edited July 2013
    Aha. This is actually what I've been fiddling around with since I was unsure about the usage of 'Or' in the story map. Oh well! Thanks for the response, I suppose I'll find some ways to go around the 'AND' system in place.
  • nimmanunimmanu Member Posts: 250 Bounty Hunter
    edited July 2013
    Hi rimaka,

    There are ways to compensate for the lack of OR.

    So here's what I'd do in your case. I wouldn't make those official story objectives. Rather, I would give the next objective as "get the key" instead of "talk to him or him". Then I would state in the originating dialogue, that you must first speak with either him or him.

    Then I would set the 'or' dialogues on the map instead of through the story board. I would put each NPC set to disappear when the OTHER npc 'component' was complete. I would set each NPC to disappear at the final branch of their own dialogue. Which means you need some kind of 'last' throw-away dialogue, like "Joe goes back to what he was doing". Both Joe and Billy disappear at that point so that the player can't just go off the other direction... they chose their path and now they are committed.

    What you have to do is just make sure that both directions give a path back to the "main" next objective.

    For example, I have a section where you choose puzzle OR combat. If you choose puzzle, you unlock the locked door between you and the next objective. If you choose combat, you arrive at a teleporter that takes you BEHIND that same door (and another teleporter suspended in the air takes you OUT of that area later as a one-way porter 'cheat' that some of us have learned to create).
    Breaching the Swarm NW-DUXUHQWNP

    Pick your side, take a stand, save--or kill--your former allies.
  • lightbringer1102lightbringer1102 Member Posts: 69 Arc User
    edited July 2013
    Theres always a way around it, but smart developers should add an "OR" function in a future update simply because it would be easier to edit.
    Part#1 (Belial) NW-DCVQ737WR
  • artgodartgod Member Posts: 90
    edited July 2013
    going to have to check out that video when I get a chance.

    Is there any written tutorials on how to create this 'or' logic type of stuff?
  • agentjasporagentjaspor Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited July 2013
    artgod wrote: »
    going to have to check out that video when I get a chance.

    Is there any written tutorials on how to create this 'or' logic type of stuff?

    Nimmanu's post above describes it well.

    Basically you build the "OR" logic outside the main story line. There are plenty of ways to do it, mostly taking advantage of hiding and showing certain NPCs/objects based on certain criteria.
  • rimaka94rimaka94 Member, Neverwinter Beta Users Posts: 5 Arc User
    edited July 2013
    Thanks for all the responses. I've found lots of ways to get around the current 'AND' system but it's very unfortunate that there's no 'OR' system in place because if you're not careful some of the methods really seem forced. Not to mention you, like the video posted above says, have to hope that the player playing the quest is actually reading dialogue else they'll likely get pretty confused.

    Seeing as though the Foundry is a very big part of the Neverwinter game, it's difficult to see them -not- doing any improvements but then again from what I've seen there isn't a whole lot of communication from the devs to the players. Hopefully I'm wrong here.
Sign In or Register to comment.