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beam out effet

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.

Comments

  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited December 2016
    I just have NPC's disappear. The beam-out we have is an animation. As I understand it, using it will just have the NPC play the animation once. IE. they beam out, then after a moment they appear again because they haven't really gone anywhere. This is all separate from the despawn system.

    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.
    Bipedal mammal and senior Foundry author.
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  • rancidmojo#7824 rancidmojo Member Posts: 105 Arc User
    I actually got npcs to beam in realistically while building/testing. I set them as invisible with the beam in animation, then they become visible when a story objective is complete. (the player character activates the transporter). the beam in animation fires twice, but its so quick it looks pretty good.

    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).
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    You can use a costumed member of a neutral Targ group as the injured crewman after the explosion goes off. The neutral Targ NPC groups (but not the single Targ) do not display a beam in animation when they are made visible.
  • rancidmojo#7824 rancidmojo Member Posts: 105 Arc User
    thanks. I'll try that
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