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Encounter spawn points question

tresp4ssertresp4sser Member Posts: 21 Arc User
edited August 2013 in The Foundry
Is it possible to spawn mobs far away from the encounter trigger? Some way to move the trigger away from the mobs?

The effect I desire is a stream of mobs coming towards the character, rather than the standard 'go find the mobs' and the good ole 'these spawn when those die' approaches. (If the character cant keep up they would overwhelm, if they found it easy they could begin meeting mobs further from center of battle. I would provide difficulty slider at the beginning of the quest to control the number of encounters spawned)

I tried placing the spawn points equidistant to the battle area (centering the triggers in one place) and having them 'patrol one way' to the battle area but this doesn't work, they don't patrol correctly when split up.

Thanks in advance for any advise or tips that might be helpful :)
Post edited by tresp4sser on

Comments

  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited August 2013
    Yes.

    Set the second to become visible when the first is "completed". Set the third to become visible when the second is "completed" and so on.
  • tresp4ssertresp4sser Member Posts: 21 Arc User
    edited August 2013
    Yes.

    Set the second to become visible when the first is "completed". Set the third to become visible when the second is "completed" and so on.

    Ok so if I set one encounter up near the character, I can then spawn a group of mobs far away from the character?

    I'll go try it.... thanks for the tip.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited August 2013
    Yes - but if they are not within alert range, the player will have to move closer to them. Though if your map is designed right, you can spawn the new adds close enough to the player they will go into attack mode automatically, yet the player does not see them spawn (which gives the impression they are running toward the player).

    It's all smoke and mirrors. Chaining encounter spawns is what Cryptic does in many of their quests in-game (though their methods are more advanced through scripting and other methods not available to Foundry authors).
  • tresp4ssertresp4sser Member Posts: 21 Arc User
    edited August 2013
    Edited:

    Ahh thanks, your next post answered my remaining questions :)

    I guess I can do this the hard way: on the bright side it seems if the character has ever[/] entered the trigger, they spawn on objective met. I can use that :)
  • tresp4ssertresp4sser Member Posts: 21 Arc User
    edited August 2013
    Ok I was mistaken, the encounters wont trigger unless the character is nearby.

    Any ideas on how to get a mob to spawn far from the character?
  • tresp4ssertresp4sser Member Posts: 21 Arc User
    edited August 2013
    I tried another workaround:

    I had the character walk near a wall set to disappear once the character reaches a component I placed far away. The mobs are set to patrol 1 way to the same location. I put an invisible wall around them containing them, also set to disappear same as wall.


    I can see them spawn, see them trying to obey the marching orders.

    I go to the component location to despawn the barriers and I wait for the mobs to arrive.

    "Flawless plan" you say!

    Alas, the mobs never arrive. I investigate, thinking perhaps the barriers did not de-spawn as planned... as I get near, the mobs all spawn at the starting point, and begin marching. The barrier has been de-spawned as planned, but the mobs have un-spawned and then re-spawned when I re-trigger them afaict.

    Frustrating.
  • celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited August 2013
    Use a area point for first group - have group set on one way patrol approaching the area point spawning wherever you want - have second group set to spawn on one way patrol towards first group spawn point wherever you want. You can daisy chain encounters in this manner to make it appear that the encounters are patrolling and that the player is encountering them at random. One way patrols are your friend.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2013
    I have discovered in building my Under Siege! quest that you can have spawns patrol away from the PC and then come back. ALL spawns must happen within 256' of the PC however. So, what you could do is spawn an encounter 200' away, have it one-way patrol 500' away and then back to the PC. That works. Patrol speed is 7.5' per second.
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