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Animations for NPC Groups

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Here is a thing I still haven't understood, and maybe I am just dumb to not have seen it or forgotten it, but how can I make NPC groups beam in or decloak (or any other animation) upon spawning?

I seem to remember at some point having a group of ships warp in, but I got the warp-in animation several times while not in combat, which sucked and so i removed it. I must have done something wrong, or the Foundry was bugged at the time.

So, how do I set it correctly? Is it the Idle Animation? The Wander Animation? Something else?

I think someone even said that his villain did beam out when he wanted to - how did that work?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    If you add in beam in/out as an idle option, they will beam in or out randomly all the time.

    Enemy NPC's beam in once you reach their part of the story tree. So once your mission is to destroy enemy groups, they beam in. If you're close to them when you reach this point you'll see them beam in.
    A good way to do this is to have a 'reach market' point right before their location. Once you trigger the reach marker, it goes to destroy enemy group and they beam in. Works for both space and ground.

    As far as I know, there's no way to have them beam out for good.

    I think that all is right anyways...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Hmm. Okay, so no real surprises here. That's pretty much what I knew. (Though I think in space, the ships don't look like they warp in when their appearence is triggered, I don't know about ground and beaming.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Yes, SBCouto has this correct - and the beam out animations should keep an NPC from re-appearring.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    One thing that I was playing with was setting the idle animation to beam in and the chat animation to beam out. I cranked up the weight, and it almost made the npc look "out of phase" with reality, constantly beaming in and out. The foundry crashed, and I didn't play with it more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Kirkfat wrote: »
    One thing that I was playing with was setting the idle animation to beam in and the chat animation to beam out. I cranked up the weight, and it almost made the npc look "out of phase" with reality, constantly beaming in and out. The foundry crashed, and I didn't play with it more.
    ROFL! Sorry, but... ROFL! :D

    I don't expect we'd truly be able to have NPC Actors (that's what I decided to call both Contacts and NPC Group Actors from now on) beam out and stay out without triggers and state transformations. At least those are on the Road-map, though I know we can get there Soon™ enough! ;)

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Hopefully we'll get some nice additions come end of the month... Hopefully sooner...
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