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Warp in effect

can we have something like a freighter warp in after a reach marker is reached? and can the size of the reach marker be changed?

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    1: that's a rather simple trigger. :)

    2: It's very important to set reach marker sizes as they currently default to zero which requires you to be at that exact location.
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    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • ussjohnbrownussjohnbrown Member Posts: 159 Arc User
    Nothing seems obvious to correlate to marker size... Is there a tab im not seeing?

    I figured the warp thing should be, but i can't find a warp effect asks everytime i trigger a freighter to appear as a result of a reach marker it just materializes... Second how can i tell the freighter to head to a station and dock after i have it warp in... I've been looking through tutorials without luck.
  • thay8472thay8472 Member Posts: 6,239 Arc User
    just have it already docked at the station and save yourself the pain of trying to use the patrol routes.
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • ussjohnbrownussjohnbrown Member Posts: 159 Arc User
    The patrol routes are that buggy?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Not buggy, just hard to get to do exactly what you want.

    you might need to rearrange the interface a bit to see the reach marker radius field. It's right below the XYZ coords.
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    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • ussjohnbrownussjohnbrown Member Posts: 159 Arc User
    Hmmm
  • councilspectrecouncilspectre Member Posts: 138 Arc User
    When you're trying to get ships to move to a point and stop or warp in, I find that it's easier to setup when you're moving as well.

    The warp in effect also has a tendency to loop over and over. I found that you can make it work with some trial and error.

    1. Set your objective object or marker a fair distance away.
    2. Place a hidden marker along the path to the objective.
    2. Create the ship contact and set the animation to warp in, set the spawn trigger to the marker.
    3. Create a second marker that mostly overlaps the first marker, so that the player will reach the second marker a few seconds after hitting the first.
    4. Set your contact ship to despawn when the second marker is reached.
    5. Create a duplicate contact ship with no animation that spawns when the second marker is reached.

    You may have to load the map a few times, move the markers around a few times, to get the timing right. If done right, the ship will warp in and remain still (instead of warping in over and over like it's caught in a temporal anomaly). The key is to have the player's ship moving toward it to trigger the markers.

    Having ships move to other locations and stop (dock or take a position) is also tricky. It can be done in the same way as above, yet you need to use an NPC group and change their costumes if necessary. The group spawns when you hit a marker, they're set to patrol to a point, and when you hit another marker, that group despawns and a contact spawns that will be docked. It's easier if the triggers for these events are markers.

    I've some success with this, namely when I want other ships to follow the player to a certain point and then either attack an enemy or stop moving and float alongside the player.
    AKA @contactpsi. Foundry Author of: "No Prize for Second Contact", "Welcome to the Milky Way", and "The Tyranny of Hope".
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