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Can individual NPC behavior be customized?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I chose 3 NPCs and placed them into a map as a test for various features I would use later.

8472 Scientist and Local Defenders

The first problem is they're not labelled correctly.
The one in the middle is called 8472 Scientist, the two guys flanking this character are named Local Defenders.
But as you can see, they're all named UGC Contact.

The next problem is all they do is stand there.
I wanted them to attack enemies if they came close, but when I added a Borg mob, they did nothing.

And finally, I want the 8472 Scientist to respond with an greeting screen and tell you some information with the info button as most NPCs do.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Off the top of my head, the only way I can think of to make your NPC talk to the players when they approach is to place a marker over the NPC. Make the radius small enough so the player(s) have to get close in order to trigger the action. I honestly don't know at the moment if making an NPC speak is an option you can trigger with markers.

    Just an idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    At the moment NPC contacts don't fight. They are just there to be talked to.

    You need to put them as a friendly NPC group instead, e.g a federation ensign squad, then click each actor and recostume them as the species you want. Then they fight any enemies near them. But you can't set them as talk contacts. To get them to appear to talk, you can use a pop up dialogue that triggers when you approach them using a placemarker volume.

    Or you can look for lordofpit's thread or kirkfat's video of sticking an object under an NPC and making it look like it's a talk thing instead trick.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I had a similar problem with a "Scan Object" objective in my space map.. no matter what I tried changing, the scannable "Object" was always named "Object" on screen.

    I assume this is one of those options we'll see change as the foundry evolves. Kind of like allowing us the multiple chat dialog options with a single NPC, or letting us return to objects we've already used for mission objectives.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    PodSix wrote:
    I had a similar problem with a "Scan Object" objective in my space map.. no matter what I tried changing, the scannable "Object" was always named "Object" on screen.

    I assume this is one of those options we'll see change as the foundry evolves. Kind of like allowing us the multiple chat dialog options with a single NPC, or letting us return to objects we've already used for mission objectives.

    Names can be changed when you click the object/individual NPS and rename the second line down in your information box on the bottom of the HUD.

    as for making enemies talk- its gonna be tricky. definitely reskin a friendly, but as it stands, there is no option to change their friendly/neutral/enemy status in game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I've pretty much solved that part of it.

    But it brings in a whole host of new problems making a combat NPC.

    You can have a friendly 8472 or whatever else who will fight by reskinning a Federation squadmember, but they suffer from what I call "class drift".

    To explain, everytime the ally group respawns, they will randomly change class.

    If I designate the Science Officer an 8472 in one spawn, the next one, he may be a Tactical, an Engineer or the Squad Leader.


    I guess there are a lot of bugs left to work on.

    Or maybe new features to implement.

    As it stands, I can't really use Foundry for anything like I planned to.

    Which means aside from experimenting to learn the basics, I won't be publishing anything.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Tilarta wrote: »
    I've pretty much solved that part of it.

    But it brings in a whole host of new problems making a combat NPC.

    You can have a friendly 8472 or whatever else who will fight by reskinning a Federation squadmember, but they suffer from what I call "class drift".

    To explain, everytime the ally group respawns, they will randomly change class.

    If I designate the Science Officer an 8472 in one spawn, the next one, he may be a Tactical, an Engineer or the Squad Leader.


    I guess there are a lot of bugs left to work on.

    Or maybe new features to implement.

    As it stands, I can't really use Foundry for anything like I planned to.

    Which means aside from experimenting to learn the basics, I won't be publishing anything.

    both bugs to kill and new features to add.

    im thinking of buying Cryptic a can of bug spray for christmas
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The best way I think to solve it would be to have custom added "class names/costumes".

    This wouldn't allow you to explicitly say this actor is a scientist but it does allow you to make sure that all science classes of ensign level are the same.

    Next they could add in a "force science officer" tag that puts science officer as a priority and works from there.

    Or just make contacts taggable from friendly to hostile or such.
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