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How make mobs attack only when approached closely?

wombat140wombat140 Member Posts: 971 Arc User
I'm making my first mission, and I'm trying to set up a lot of Borg drones so that they attack only if the player approaches them quite closely, otherwise they just stand still; in other words it's a map designed to be stealthed. I've seen plenty of Foundry maps that can be stealthed, i.e. there are enemies on the map but if you don't get too close they won't notice you. But when I try to do it, the drones see and attack my character as soon as I start testing, even though she's starting in the middle of a large room (the Borg Cube 2) and they're along the edge.

Can somebody tell me how to make this work, please? Is there some kind of radius I can set?
Post edited by wombat140 on

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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited September 2014
    A couple ways you can approach this:

    1. You have the Borg NPC groups set to Timid behavior. This will case them to not attack unless the player fires first. Great for mimicking Borg behavior from the shows.

    2. If you really want the Borg to attack based on proximity (instead of aggression), place the Borg NPC group behind an invisible wall(s). Add a reach marker. Set the invisible walls to disappear when the reach marker is set off. The Borg won't "see" the player because of the invisible walls until they're removed. This is also useful if you want the Borg to attack because of another event such as accessing a console or after the dialog for a final boss.
  • wombat140wombat140 Member Posts: 971 Arc User
    edited September 2014
    Thanks Greendragoon. It's odd though, because when playing the Foundry I've snuck past Klingon mobs (and so on) in what I'm sure are more cramped maps than that (ship interiors, etc.) dozens of times. Do you know what makes the difference?

    I'm sure it wasn't a reach-marker-and-invisible-wall job in those maps, because half the time fighting the mobs was a required objective (I was just stealthing to see if I could), so surely not built with stealthers in mind!
  • velocitorevelocitore Member Posts: 33 Arc User
    edited September 2014
    There is also another way you can do it by "skinning" a friendly mob with enemy costumes and then switching the mob to enemy with the enemy "skins" costumes. This would require trigger work with a reach marker or dialog prompt.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited September 2014
    velocitore wrote: »
    There is also another way you can do it by "skinning" a friendly mob with enemy costumes and then switching the mob to enemy with the enemy "skins" costumes. This would require trigger work with a reach marker or dialog prompt.

    The problem though is that the new hostile enemies will beam in when they are triggered.
  • velocitorevelocitore Member Posts: 33 Arc User
    edited September 2014
    The problem though is that the new hostile enemies will beam in when they are triggered.

    Yes they will have the beam animation, but if you trigger it with a dialog promt "Objective in progress" the dialog box will mask the beam in.

    Or you could just have the player interact with a console with their back to a room full of friendly Klingons and then turn around and face enemies.

    Triggers are very complex and can be frustrating but can also be fun to figure out.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited October 2014
    A couple ways you can approach this:

    1. You have the Borg NPC groups set to Timid behavior. This will case them to not attack unless the player fires first. Great for mimicking Borg behavior from the shows.

    2. If you really want the Borg to attack based on proximity (instead of aggression), place the Borg NPC group behind an invisible wall(s). Add a reach marker. Set the invisible walls to disappear when the reach marker is set off. The Borg won't "see" the player because of the invisible walls until they're removed. This is also useful if you want the Borg to attack because of another event such as accessing a console or after the dialog for a final boss.

    I completely forgot about the timid mode. That should work well in my new mission currently under development. Thanks thegreendragoon.
    velocitore wrote:
    Triggers are very complex and can be frustrating but can also be fun to figure out.

    I found several great tutorials on StarBaseUGC including triggers. This includes optional triggers as well as setting up mission required triggers. I learned a lot from the whole series regarding basics of the Foundry. One of my favorite things to use is invisible objects, depending on the size of the object to trigger dialogue, events and effects. In some cases you can use reach markers as well.

    Brian
    (AKA: Evil70th)
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    edited October 2014
    The only trouble with timid mode is they will actually RUN away from you like scaredy cats when you get close until you attack them, then they become aggressive.
    (Which isn't very Borg-like)

    I would deff go with the invisible walls that disappear when you hit reach markers. Simple, straight-forward, no messy beaming, totally effective.
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited October 2014
    The only trouble with timid mode is they will actually RUN away from you like scaredy cats when you get close until you attack them, then they become aggressive.
    (Which isn't very Borg-like)

    I would deff go with the invisible walls that disappear when you hit reach markers. Simple, straight-forward, no messy beaming, totally effective.

    For the mission currently have under development I will try both methods to see which works better. If the wall functions as indicated that may be the better options for me as well.

    Brian
    (AKA: Evil70th)
  • erei1erei1 Member Posts: 4,081 Arc User
    edited October 2014
    NVM I just saw someone posted the answer I was giving.
    Please ignore this post.
    [SIGPIC][/SIGPIC]
  • evil70thevil70th Member Posts: 1,017 Arc User
    edited October 2014
    I tried both invisible wall and timid settings. For the purposes the mission I am currently working on I feel like the timid setting worked better. The invisible wall worked but in this mission, like the previous one, there will be two choices to make regarding combat. The player can either decide to engage in combat or choose the alternate method. With timid set it worked provided I place the mission trigger for the dialogue, which leads to the choice, far enough away from the enemy they will not run away. The wall is good but I could only make it disappear if the choice was combat. For that reason it did not work for the mission.

    So the short answer is both methods work but you have to tailor the mission to meet the restrictions of both. In other words if you are using Borg and you do not want them to attack until a certain point then the wall is you best choice. If you do not have the player approaching too closely to the enemy then timid will work.

    Brian
    (AKA: Evil70th)
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited November 2014
    Very close to this topic: how do you make creatures in stasis or derelict ships ?

    The scenario would be like this: derelict 8472 ships that Borg tries to assimilate.
    A few ships must be derelict and not return fire when shot at except one of them.
    After that: boarding party to that ship, 8472 half-assimilated creatures in stasis, same thing: shoot them and only some of them revive and shoot back.
    is this possible ?
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited November 2014
    You can't make an NPC attackable without it returning fire.
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited November 2014
    That kills a lot of possibilities. Too bad.
    Would of been nice also if you could spawn NPC ships with custom loadout (specific consoles, weapons, etc instead of defaults).
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited November 2014
    At one time, the Timid behavior caused NPCs not to fight back, but it ended up being a HUGE exploit.
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited November 2014
    That should of been fixed by not giving XP for disabled ships / entities, not by removing a feature.
  • edited November 2014
    This content has been removed.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited November 2014
    That should of been fixed by not giving XP for disabled ships / entities, not by removing a feature.

    This was suggested at the time. However, it seems loot tables are set at much broader level and can't be disabled by a set behavior.
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited November 2014
    westmetals wrote: »
    You CAN however (at least in some cases) make a "friendly" ship and set its animation so that it will not move. This will simulate a derelict non-combatant ship nicely, and I think it could be attacked by other NPCs, just not by the player.
    But if it's friendly it cannot be shot at, right ?
    The scrip idea was to shoot at derelicts until one that's dormant is found.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited November 2014
    You could use dialog boxes. The basic idea is to have floating ships that you interact with once each. when you interact with the right one, the non-combat ship despawns and a combat ship spawns. It's not the same as shooting derelicts, but it's as close as I can think of.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    edited November 2014
    We thought as alternative to something like that: scan dialogue and aftereffects.
    Problem is this approach wont fit our story script. Mission requires termination of all found derelicts.
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    edited November 2014
    A couple ways you can approach this:

    1. You have the Borg NPC groups set to Timid behavior. This will case them to not attack unless the player fires first. Great for mimicking Borg behavior from the shows..

    Only trouble with this one, Greendragoon, is that timids RUN away from you quickly when you get near until you attack. It may not be Borg-like. But it is a great behaviour otherwise. Good for animals and Ferengi.
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