no there isn't, though as with everything you can sort of fake it by having patrol NPC group go from point A to Point B with the player but this needs a rather linear map and will start to look weird if the player doesn't move at same pace as the NPC group.bberge1701 wrote: »I'm just getting started with the Foundry, and I'm looking for some advice on how to implement something (if it's even possible).
What I'm hoping to achieve is for the player to talk to a character on a ground map, then have that character (or a copy of that character) follow the player around. Is there a way to do this?
Answers
I'd be happier with that if I had some way of turning off the NPC group when it reached point B, or substituting them with stationary NPCs at that point. Is there some clever way of doing that? So far, I think all the triggers I've seen rely on some player action, not the action of the NPC group.
I suppose if the NPCs fought another group, defeating them could turn off the first group. However, in my story the group I want to move around are supposed to be non-combatants.
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I also usually set the patrolling NPC at a speed of 12 or 13. That's the average jogging speed of the player, barring the player sprinting, which you hope they do not do. I always tell the player up front not to try blasting through the mission. They just aren't designed to be played that way, especially when so much work goes into making them. lol.
It's time consuming to fine tune, especially when you have to preview over and over. It may also need tweaking post publish as pathing changes occur. It's patience and practice, but you can get some cool results.