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What completes an encounter?

elcymerianelcymerian Member Posts: 241 Arc User
edited August 2013 in The Foundry
Ok. Here's the scenario. I want a dialogue option to be available AFTER an encounter completes it's one way patrol. It's part of a dialogue scene. There is no fighting involved. However, once the encounter completes the patrol, the dialogue option never appears. So what actually makes the encounter complete? Is it only death of the encounter?

Any help is appreciated.
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  • lightbringer1102lightbringer1102 Member Posts: 69 Arc User
    edited August 2013
    -Your mixing an encounter with an NPC maybe?
    -You can make a duplicate NPC appear when your other NPC completed its patrol and make it disappear? -It's all about appear/disappear.
    -Also make sure the dialog is part of the objective? If there's no fighting involved, no encounter objectives

    I don't know if this helps though, I'm just giving you ideas. Cause I have to test it myself in order for me to find a solution and I don't have time.
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  • pris23pris23 Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited August 2013
    elcymerian wrote: »
    Ok. Here's the scenario. I want a dialogue option to be available AFTER an encounter completes it's one way patrol. It's part of a dialogue scene. There is no fighting involved. However, once the encounter completes the patrol, the dialogue option never appears. So what actually makes the encounter complete? Is it only death of the encounter?

    Any help is appreciated.

    If I understand what you want to do correctly, then the answer is yes. If you use encounter monsters then they either have to die or be set to disappear after their desired patrol. Then you can either set the dialog NPC to spawn after they die/disappear depending on which way you chose. I hope this helps.
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2013
    pris23 wrote: »
    ... or be set to disappear after their desired patrol. Then you can either set the dialog NPC to spawn after they die/disappear depending on which way you chose.

    I haven't seen an option for "disappear after desired patrol."
    I also haven't seen an option for spawn after disappear"
    I see no "... Complete" for patrol end, or "... Complete" on disappear.
    How exactly does one detect those things?
  • elcymerianelcymerian Member Posts: 241 Arc User
    edited August 2013
    I've been working on it for a while now and I believe it is impossible to achieve the effect I want. But to clarify what it is I wanted to do:


    • I used an invisible clickie and set it to contact.
    • In it's dialogue I set up various prompts to trigger the appearance & action of a character (aka Bob to avoid spoilers) in the story.
    • The 1st prompt is just some info because you are waiting.
    • The second prompt Bob 1 appears a little ways off.
    • The next prompt (P-3) makes Bob 1 disappears and then Bob-E (e for encounter type of detail) appears.
    • Bob-E has been set to be a one way patrol that moves closer to the player's view.
    [This next part is the impossible part.]
    • I wanted the response to P-3 to appear to ONLY enable after Bob-E has finished the patrol.
    • I originally attempted to use Bob 2 (a regular NPC detail). Didn't do what I wanted.
    • I thought/hoped/guessed that if I used an encounter type that finished the patrol task that it would be considered "complete" thus allowing the dialogue response to be enabled via "Component Complete" in the visibility menu.
    • That failed and I went to the forums/foundry zone channel.


    After working on it for a few hours, it comes down to making the player wait instead of rushing through the dialogue to make a "cut scene" type of effect. I know I could probably use encounters killing each other to make a timer, but I want to avoid the sounds. Also it's a small map and I don't have the space.

    Thanks for the input and sorry for any confusion.
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited August 2013
    You cannot trigger anything on "patrol completed"

    It's simply not a triggerable event in the game. There's no event handlers tied to its completion (or at least none that we, as authors, have access to).

    Sorry.
    [SIGPIC][/SIGPIC]
  • pris23pris23 Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited August 2013
    eldarth wrote: »
    I haven't seen an option for "disappear after desired patrol."
    I also haven't seen an option for spawn after disappear"
    I see no "... Complete" for patrol end, or "... Complete" on disappear.
    How exactly does one detect those things?

    I am sorry. I didn't mean to confuse you. I just meant that when your "desired patrol is finished" you could set it to disappear. You would have to set up an event of some kind to trigger the disappear option such as a reach point. There are other ways to do this. The reach point that I mention here is only one example. I didn't mean to imply that there was a specific disappear after desired patrol button. ;)

    I think you found a solution later on in your post here in either case. Just wanted to apologize for the confusion. :)
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2013
    pris23 wrote: »
    I just meant that when your "desired patrol is finished" you could set it to disappear. You would have to set up an event of some kind to trigger the disappear option such as a reach point. There are other ways to do this. The reach point that I mention here is only one example.

    A reach point is only triggerable by a PC reaching a point, no? If a PC simply stands there and a dialog completion starts another NPC walking a one-way patrol, it sounds like you've found a way to do "something" disappear NPC, spawn another one, whatever when that NPC finishes it's patrol -- without the PC "doing" anything else - starting another dialog, moving to a reach point, etc. Or, is that a desired addition to foundry?
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