I've been playing around with how to do things, and I've got a lot of work to do. I figured out how to make NPCs "transport in" for dialogue....but I have these issues with my foundry endeavor.
In one sequence I need an NPC to be injured by an explosion at a console. I've almost got it. The player enagaes in an interacteration, the FX explosion works....but what is supposed to happen next is the NPC vanishes (this works) and a copy of of the NPC appears wth the "fall fown and be hurt" animation". This actually works in theory, its just that the timing is a bit off. I think I an fix that, I just need to work on the trigger dialogue.
My biggest issue is later having some NPCs beam out. The villain NPCs need to escape at first, and I can get them to vanish after some dialogue but not with the beam out effect. If anyone could give me some pointers I'd appreciate it. I'll work on it tomorrow, I just wanted to know if anyone had a workaround or solution I could use.
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Like the opposite problem of trying (in vein) to avoid having NPC's beam in all the time, I think this is a constant built into the game's code. IE. there's no way to modify basic NPC properties (ex. what they do when you load them in/out.) We've just got to move along with our improvised puppet theaters. The audience can see the strings, but so long as we tell a good story they won't care.
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Then a minute or so later bad guys beam in. I used the same method and it worked. I'm trying to see if I can work away around of doing it in reverse to have someone beam out, but I haven't cracked it yet.
I 'm also still working on the timing of the injured crewman becoming injured when the FX explosion goes off. It'd be easier but I keep getting kicked off by a DC today. I don't know why, yesterday morning everything was working fine. Today its Disconnect City. With my luck it'll start working fine again just as the next semester starts and I have no time to work on it. (been going back to school since army retirement).