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Debris un-hidable?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm trying to have an NPC ship 'explode' by hiding the NPC ship and showing the debris. The problem is that Debris (along with the Beacons but that's less of a problem) can't be hidden.

I can set the various debris parts (Hull, nacelle etc...) to be never visible but even then they are visible along side the unexploded NPC ship. I could just try to pretend this isn't a problem by moving the Debris to various places around the ship so that it's unlikely to be seen (These debris will be interactable but aren't yet in the misison). But well it just doesn't seem right as I've had to create a workaround for a workaround and while I get why the 'exploding' animation might be an issue to trigger at least at this stage of the Foundry toolset. I don't get why Debris as a type of object can't be hidable.
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Are you using the debris field objects or single piece debris objects? If you're using the field, I suggest using the single pieces until I fix the fields.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I am using individual items... specifically:

    Debris - Federation Hull 01
    Debris - Federation Nacelle 01
    Debris - Federation Stanchion 01

    Though, I know it also applies to the other fed hulll (02) debrisI'm not sure what other kinds of Debris itapplies to or does not apply to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    This has been resolved!

    Thank you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'm curious. How are you hiding the NPC, since we can't make NPCs disappear? Are you using a ship from the details?

    Or, are you not actually using an explosion effect?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Well, that was the plan but I didn't really look into the whole NPC Contact thing afterwards. I was planing on using an Olympic-class science ship but like in the Video Tutorial #4 for Triggers I had to settle for the Miranda detail as the fed ship.

    What I decided to do was ignore the explositon animation. and simple make the miranda disappear and the debris parts visible (They currently only become visible when it's their turn to be interacted with but I'll add in identical objects at the same locations which aren't interactable which will appear when the objective above is complete) At least mimmicing the results of the explosion.

    The sudden disjointed nature of this workaround is fine for my mission as the trigger is a reach objective at a location 20-25kms away from the ship (well fine for solo anyway the workaround will be revealed in a team if any member is still by the miranda). So Solo players will not be able to see what actually happens.

    The Blue Ally marker was nice to indicate ... THIS IS WHERE YOU GO! ... but I added a beacon FX as well as having the waypoint displayed on the minuimap so that will have to do.
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