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Bug? Forcefields and NPC mobs?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
This could be a useful feature, but I want to confirm if it's working as intended.

If I put an enemy npc inside a forcefield holding cell or the Forcefield - Borg 01, they will not fire on me unless provoked. If I use mastiffs costumed as Klingons, then I can give the player a choice to brutally kill a prisoner of war and the prisoner cannot fire back.

The enemy npcs also do not magically transport out of the cells.

Is this working as intended? It could be very useful, like roaming a borg cube and choosing whether or not to provoke the Borg.

Thanks!
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Hmm, I'm not sure. I'll point some other people to this thread and see if one of them has a better answer for you. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    The behavior you are describing sounds plausible, because of the way our line of sight checks work in Foundry maps. We changed the attack line-of-sight check to be bidirectional, so it would work through one-sided objects like force fields or from the inside of objects. But we might have left aggro the way it was.

    I don't know why the mastiffs don't teleport to the player if they can't get within melee distance; that sounds like a bug. Enemy NPCs, if they can't attack you, should definitely do something magic in the last resort.

    In both cases, I'm not sure I can guarantee that the behavior won't change in the future. And the "don't attack until provoked" thing seems to me like it would be better implemented as a behavior so you don't need the force field at all.

    -Tau
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    The behavior you are describing sounds plausible, because of the way our line of sight checks work in Foundry maps. We changed the attack line-of-sight check to be bidirectional, so it would work through one-sided objects like force fields or from the inside of objects. But we might have left aggro the way it was.

    I don't know why the mastiffs don't teleport to the player if they can't get within melee distance; that sounds like a bug. Enemy NPCs, if they can't attack you, should definitely do something magic in the last resort.

    In both cases, I'm not sure I can guarantee that the behavior won't change in the future. And the "don't attack until provoked" thing seems to me like it would be better implemented as a behavior so you don't need the force field at all.

    -Tau

    Thanks, this is a great response. Very helpful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I'm getting mixed results....from what i can tell they all run toward the attacked mob. No teleport..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Ok, make a map, place your borg ForceField, create a group and place it as far away as possible. Then move your "captive" into FF chamber. The group will not spawn....

    Now, if you are within "sight line" your mob group will spawn, <250ft or m?>

    Curiously, if you melee the mob in the FF, he won't retaliate, however the group will move to attack you....If you shoot an armed mob he shoots back..... Which you noted, since your mob had no distance weapons only close combat attacks....

    I've been wondering how to manipulate this in beta foundry...

    Try a sneak attack scenario..... Place a group of orions around a point..... then place a group of (enemy) sehlats "MINUS ONE THAT YOU PUT IN THE CENTER OF ORIONS" at the other.... Hilarity ensues when you trigger your, talk to contact, "watch ambush"(kill group), or just be kill group.

    Darn things attack everything.....Chess anyone.....

    You could take it so far as to add options for people to choose the combatants, in a v.flower. Kill group would summon the combatant, you could even make it a kobayashi maru.....

    Sorry, I had about 300 ideas running through my head.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Highbone wrote:
    Ok, make a map, place your borg ForceField, create a group and place it as far away as possible. Then move your "captive" into FF chamber. The group will not spawn....

    Now, if you are within "sight line" your mob group will spawn, <250ft or m?>

    Curiously, if you melee the mob in the FF, he won't retaliate, however the group will move to attack you....If you shoot an armed mob he shoots back..... Which you noted, since your mob had no distance weapons only close combat attacks....

    I've been wondering how to manipulate this in beta foundry...

    Try a sneak attack scenario..... Place a group of orions around a point..... then place a group of (enemy) sehlats "MINUS ONE THAT YOU PUT IN THE CENTER OF ORIONS" at the other.... Hilarity ensues when you trigger your, talk to contact, "watch ambush"(kill group), or just be kill group.

    Darn things attack everything.....Chess anyone.....

    You could take it so far as to add options for people to choose the combatants, in a v.flower. Kill group would summon the combatant, you could even make it a kobayashi maru.....

    Your mind is racing here, Highbone. Can you say all of this again, real slow?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    , I'm not sure I can guarantee that the behavior won't change in the future. And the "don't attack until provoked" thing seems to me like it would be better implemented as a behavior so you don't need the force field at all.

    -Tau
    Well... Currently we only have one behavior. I guess that means we will be getting more? Soon? ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I just figured out how to "trigger" mobs without objectives. It has to do with "line of sight" or lack thereof. posting a demo soon. Ok, just finished the Demo, publish complete, it's called NPC Group Trigger - ST-T0110T03Y.

    Enjoy
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Gotcha Highbone, one mob pulling another cause an ambush cascade overrun. I did that in my mission as well, it's nice to see when it actually works, i.e. when the player is unaware and attacks just one Borg drone and then a whole bunch of them start walking towards the player and their team. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Not really LoP, it's a "line of sight" manipulation.... as in not spawning a group until you reach a point on map.

    But yes to the aggro idea....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Tested the mission but I didn't get any spec effect.
    It would be good to place the guide outside to warn in advance what to look for. After the event, it was not that useful.
    So the klingons spawned up. I used the console twice and then cross the line. Nothing happened.
    Then I killed the klingons, still nothing. The extra red marks stayed in their spawn positions.
    I can't retry the the mission and I don't know what should have happened.
    Can you explain what did I miss?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Huh, well, guess you gotta publish it to get the errors.
    I'll move the guide, the spawn point isn't that important.
    Thanks pendra....

    I think you may have gone down the hallway first, instead of going in the direction I pointed the spawn point. I will adapt!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Okay, repubbed... The sequence is talk to guide, use term, mosey over speed bump, watch klingon in left forcefield appear, use term, then go to volcanic flower. NPC groups will spawn if you are within 300ft or whatever unit of measure Cryptic is using....kellikams? meters?

    Or if you don't care just run over speedbump......

    Thanks again Pendra37
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Re-tested it. Both klingons are already there when I enter the room so crossing the line does nothing. Even before I talk to anyone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Foundry play mission isn't accurate in relation to real STO test?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    You are wrong, 180 degrees wrong. You can trigger mobs without an objective, the range of the NPC group is 300ft from NPC pushpin to 310ft of pushpin.... I asked you and posted how to check out my own mission, I have confirmed you CAN trigger.....now... if the devs give us the ability to adjust the radius should be the nextr question.
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