Speaking of which Darren- did you see the update I made to my mission?
EDIT: I fixed your mission name. Let me know when the second mission you mentioned is actually published. I try not to include anything tentative as plans change frequently.
EDIT: I fixed your mission name. Let me know when the second mission you mentioned is actually published. I try not to include anything tentative as plans change frequently.
thats cool. Im in the middle of the first map now, so it will be a while before I am ready to advertise it outside of the wiki page
Anyway to make NPC contacs laying on the ground, injured or dead?
Not NPC contacts - they just stand and wait for people to have a talk objective on them.
You can make NPC spawns and extras lie down though - there's a lie down sleeping animation and a face down dead animation. E.g. You can set up a single targ, costume that as a person and then set that to lie down as if they were dead in their idle animation.
Anyway to make NPC contacs laying on the ground, injured or dead?
Not exaclty with "contacts," but there is a lot that you can do with the individual actors of npc groups, using hidden objects as a way to interact with them, followed by popup dialogues. See the Interacting with NPCs tutorial for more detail.
Not exaclty with "contacts," but there is a lot that you can do with the individual actors of npc groups, using hidden objects as a way to interact with them, followed by popup dialogues. See the Interacting with NPCs tutorial for more detail.
You're taking advantage of something I was afraid people would notice, when I made my multiple-dialog-entries, and ridicule. Good job!
You're taking advantage of something I was afraid people would notice, when I made my multiple-dialog-entries, and ridicule. Good job!
LOL, yeah, I'm thinking that the next tutorial will involve using a dancing orion slave girl (single targ npc disguised) as a full-fledged mission contact. It's pretty much just a rehash of the hidden objects, multiple dialogues, and stuff that I've already done, But, if I also add in a console that you have to scan twice, it might showcase the full potential of the hidden volcanic flower.
So it would combine all of the following into one tutorial:
costumes, npc animations, multiple dialogue cheat, interacting with an object more than once, and, of course, how to have fun with an Orion slave girl.
...So it would combine all of the following into one tutorial:
costumes, npc animations, multiple dialogue cheat, interacting with an object more than once, and, of course, how to have fun with an Orion slave girl.
That's an awesome idea, as long as you use the one true object that should be used for this... [Desert Rock XS 02]
Is there a way to modify an enemy's appearence or create a "costume" for a bad guy? I am looking create a "break away" faction group, but would like their look to be different.
Is there a way to modify an enemy's appearence or create a "costume" for a bad guy? I am looking create a "break away" faction group, but would like their look to be different.
Absolutely, unless I'm misunderstanding your question. You can change the individual costumes of actors within npc groups. It's something I've done many times in several tutorials. In particular, the zombie tutorial changes the costumes of enemies. It should help you out.
Absolutely, unless I'm misunderstanding your question. You can change the individual costumes of actors within npc groups. It's something I've done many times in several tutorials. In particular, the zombie tutorial changes the costumes of enemies. It should help you out.
Just thought I'd let you guys know I managed to get an enemy ship to attack a base in space. It was a very tedious process to get it to work properly but it is possible. I used a generic damaged base and a fed cruiser 1 group.
I located all of the above (all the individual ships as well) at the exact same co-ordinates and then adjusted the height of the base down by something like 33km. What it looks like is a Reman battleship is fighting the base.
I changed the name of the fed ship to Orion Base and by painstakingly locating it just right it appears the Reman ship is shooting the bottom of the tower on the base and the base is fighting back.
The trick is getting the correct elevation. If it is too far either way up or down it doesn't work. It sure beat my previous solution to defending a base under attack...
I had used an Orion ship fighting a Reman ship so that there was something going on when I got there... but I had to jump through some dialogue hoops explaining that the other ship was some rival faction taking advantage of the situation... now that whole bunch of contrived dialogue and extra ships got tossed in the trash and I got what I wanted in the first place.
Someone else might want to try this and make a tutorial. Or you can check it out in the opening scene of my mission called "Rescue". If you see two of these by me up there look for the one that says "Revised for the New Year" in the description.
Just thought I'd let you guys know I managed to get an enemy ship to attack a base in space. It was a very tedious process to get it to work properly but it is possible. I used a generic damaged base and a fed cruiser 1 group.
I located all of the above (all the individual ships as well) at the exact same co-ordinates and then adjusted the height of the base down by something like 33km. What it looks like is a Reman battleship is fighting the base.
I changed the name of the fed ship to Orion Base and by painstakingly locating it just right it appears the Reman ship is shooting the bottom of the tower on the base and the base is fighting back.
The trick is getting the correct elevation. If it is too far either way up or down it doesn't work. It sure beat my previous solution to defending a base under attack...
I had used an Orion ship fighting a Reman ship so that there was something going on when I got there... but I had to jump through some dialogue hoops explaining that the other ship was some rival faction taking advantage of the situation... now that whole bunch of contrived dialogue and extra ships got tossed in the trash and I got what I wanted in the first place.
Someone else might want to try this and make a tutorial. Or you can check it out in the opening scene of my mission called "Rescue". If you see two of these by me up there look for the one that says "Revised for the New Year" in the description.
Another problem worked around... enjoy!
Interesting, so you essentially hid the ships inside the base? And they just stayed there, despite being fired upon?
Yes, exactly that.. it just occurred to me yesterday to try and see if it would work and after a few hours of trying different things I found a Sweet Spot that performed and looked good. It seemed like you need to get the ship stuck in the rock part just below the base of the tower. I did not have to use the decimals in the coordinates... I think the elevation difference of the base to the ship was -33km. I'll check that & post it up.
Yes, exactly that.. it just occurred to me yesterday to try and see if it would work and after a few hours of trying different things I found a Sweet Spot that performed and looked good. It seemed like you need to get the ship stuck in the rock part just below the base of the tower. I did not have to use the decimals in the coordinates... I think the elevation difference of the base to the ship was -33km. I'll check that & post it up.
Thanks NB. This gives me an idea. I wonder if we could use this trick to disable an enemy ship, which is a feature that many people are requesting. I'll see if I can hide small ships inside big ships, lol.
Interesting, so you essentially hid the ships inside the base? And they just stayed there, despite being fired upon?
I figured that's what NB did. One of the Devs on RedShirt, I think it was AStarSearcher warned me that enemies will transport themselves to the player if they cannot reach the player's character by normal travel, but in this case, as long as the NPC is being attacked solely by another NPC, that's a battle sequence that the player can sit back and watch, so it should work flawlessly.
I figured that's what NB did. One of the Devs on RedShirt, I think it was AStarSearcher warned me that enemies will transport themselves to the player if they cannot reach the player's character by normal travel, but in this case, as long as the NPC is being attacked solely by another NPC, that's a battle sequence that the player can sit back and watch, so it should work flawlessly.
So far, I haven't seen the transporter effect, I'm attacking the immobile npcs. I put spheres inside of an asteoid, and then I put the asteroid inside of a Borg cube 'detail'. It's not perfect, but it allows me to engage the cube and disable it, by killing the spheres trapped inside of it.
The problem: All the spheres fire from the same spot, so the cube acts strangely when looking like it's firing on my ship.
This is progressing well... if we can tweak these and get the results we are looking for that is a step in the right direction. anything else need a solution? Post it up and I'll run it through my puny brain and see what pops up...
This would be a lot easier if we just had some stationary and invisible npc groups. We could simply align them with the moon base, or spots on the borg cube, or on top of ground turrets, etc.
I suggested this in the feedback forum, so please voice your support for it guys.
Comments
EDIT: I fixed your mission name. Let me know when the second mission you mentioned is actually published. I try not to include anything tentative as plans change frequently.
Not NPC contacts - they just stand and wait for people to have a talk objective on them.
You can make NPC spawns and extras lie down though - there's a lie down sleeping animation and a face down dead animation. E.g. You can set up a single targ, costume that as a person and then set that to lie down as if they were dead in their idle animation.
Not exaclty with "contacts," but there is a lot that you can do with the individual actors of npc groups, using hidden objects as a way to interact with them, followed by popup dialogues. See the Interacting with NPCs tutorial for more detail.
LOL, yeah, I'm thinking that the next tutorial will involve using a dancing orion slave girl (single targ npc disguised) as a full-fledged mission contact. It's pretty much just a rehash of the hidden objects, multiple dialogues, and stuff that I've already done, But, if I also add in a console that you have to scan twice, it might showcase the full potential of the hidden volcanic flower.
So it would combine all of the following into one tutorial:
costumes, npc animations, multiple dialogue cheat, interacting with an object more than once, and, of course, how to have fun with an Orion slave girl.
What's so special about the desert rock? I'll do it, lol.
Absolutely, unless I'm misunderstanding your question. You can change the individual costumes of actors within npc groups. It's something I've done many times in several tutorials. In particular, the zombie tutorial changes the costumes of enemies. It should help you out.
Thanks I will check it out
I located all of the above (all the individual ships as well) at the exact same co-ordinates and then adjusted the height of the base down by something like 33km. What it looks like is a Reman battleship is fighting the base.
I changed the name of the fed ship to Orion Base and by painstakingly locating it just right it appears the Reman ship is shooting the bottom of the tower on the base and the base is fighting back.
The trick is getting the correct elevation. If it is too far either way up or down it doesn't work. It sure beat my previous solution to defending a base under attack...
I had used an Orion ship fighting a Reman ship so that there was something going on when I got there... but I had to jump through some dialogue hoops explaining that the other ship was some rival faction taking advantage of the situation... now that whole bunch of contrived dialogue and extra ships got tossed in the trash and I got what I wanted in the first place.
Someone else might want to try this and make a tutorial. Or you can check it out in the opening scene of my mission called "Rescue". If you see two of these by me up there look for the one that says "Revised for the New Year" in the description.
Another problem worked around... enjoy!
Interesting, so you essentially hid the ships inside the base? And they just stayed there, despite being fired upon?
Thanks NB. This gives me an idea. I wonder if we could use this trick to disable an enemy ship, which is a feature that many people are requesting. I'll see if I can hide small ships inside big ships, lol.
So far, I haven't seen the transporter effect, I'm attacking the immobile npcs. I put spheres inside of an asteoid, and then I put the asteroid inside of a Borg cube 'detail'. It's not perfect, but it allows me to engage the cube and disable it, by killing the spheres trapped inside of it.
The problem: All the spheres fire from the same spot, so the cube acts strangely when looking like it's firing on my ship.
I suggested this in the feedback forum, so please voice your support for it guys.