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Two How-To questions

So in the project I'm currently working on, I have two needs that I'm not best sure how to meet with the Foundry.
1) How do you limit a space NPC Group to a single ship, regardless of player rank/difficulty? The best I can think of so far is the "Battleship" NPC group with a custom skin to be whatever ship I want. But there remains the possibility that a higher player level/difficulty will spawn additional (unwanted) ships. Yes I could locate the other "actors" far away on this map, but that's just ugly and impedes the objective.
2) Is there a reliable way to "freeze" combat while a player interacts with a dialog or object? I have an objective to survive under enemy fire while reaching a waypoint. I'd like the enemy fire to stop temporarily while the player interacts with the waypoint. How can I do that?
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Comments

  • zorbanezorbane Member Posts: 1,617 Arc User
    edited August 2016
    1) FYI Space NPC group numbers is based on the number of players not the level of the player. If only one person is playing then Battleship groups always spawn 1. However there is no way to force only 1 ship. If you really need it to only be 1 ship I would do what you initially planned and move the other actors somewhere else. Then you can spawn a whole bunch of other ships in that section to kill the extra actors.

    2) You can do tricks like popping up invisible walls (may not work as you cannot control where the npcs move) or despawning the NPC groups and respawning them after
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  • cuchulainn74cuchulainn74 Member Posts: 831 Arc User
    zorbane wrote: »
    1) FYI Space NPC group numbers is based on the number of players not the level of the player. If only one person is playing then Battleship groups always spawn 1. However there is no way to force only 1 ship. If you really need it to only be 1 ship I would do what you initially planned and move the other actors somewhere else. Then you can spawn a whole bunch of other ships in that section to kill the extra actors.

    2) You can do tricks like popping up invisible walls (may not work as you cannot control where the npcs move) or despawning the NPC groups and respawning them after

    Thanks! I hadn't thought of killing off the other actors with rogue NPC groups.
    I was afraid that was the case for #2. I think I'm going to have to go with despawn and respawn. It'll actually make the objective of the mission easier, but I suppose that'll just be nice of me! LOL!
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