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Moving Contacts

zaynarzaynar Member Posts: 138 Arc User
I am currently working on a mission, my first attempt was over a year ago. At one point of my mission I want a contact to lead the player from one point to another. But I am not sure how to do this, or if it is even possible.

So, is it possible? If so, how do I go about doing it?
Post edited by zaynar on

Comments

  • gstamo01gstamo01 Member Posts: 0 Arc User
    edited February 2013
    Best work around I can think of is to create multiple versions of the same contact. Clone two contacts that you actually chat with and a third that does a patrol.

    So you chat with contact. That contact hides after dialog and the patrol appears in it's place instantly. That patrol walks/flies to where you want them to lead the player and hides when the player reaches that waypoint. When the patrol contact hides, now unhide that second contact.

    Something like that.
    You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online! :D
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited February 2013
    this can be done like the other poster says. There is a npc group that spawns a single targ, which you can reskin to your contact, when you need them to lead you to wherever, despawn the contact and spawn the npc group, lead you to whereever, and then despawn that one and spawn a new copy of the contact, if needed
  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited February 2013
    How do you avoid the transport animation when they spawn in though
    [SIGPIC][/SIGPIC]
  • zaynarzaynar Member Posts: 138 Arc User
    edited February 2013
    How do you avoid the transport animation when they spawn in though


    To the best of my, admittedly limited, knowledge there is no way to avoid the beam in animation. But as for it in the instance of replacing an Contact for a Patrol it does not apply, since they would technically already be there, just not visible until you say so.
  • nagoraknagorak Member Posts: 882 Arc User
    edited February 2013
    How do you avoid the transport animation when they spawn in though

    Neutral animal groups just fade in, instead of beaming in. However they are neutral to Klingon and Federation factions, and when they do fight other factions they use the headbutt animation.
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