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Salt Vampire/M-113 Creatures as NPC Contacts?

Pretty please?
NJ9oXSO.png
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone

Comments

  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    It's a workaround, but you could use one of the M-113 NPC groups as your contact.

    Move the entire group off to the side, and then separate one of the actors and place it where you want the contact to be. Surround this actor with invisible walls: the smaller, the better. If the contact is up against a wall or rock, you can use two and create a tight triangular pattern.

    Place a Space Volume 1000' such that it intersects with the remaining group. The idea is that you will kill every member of the group, except the contact. When using this Space Volume, remember to keep the push pin 153 units away from any area that the player will be accessing, or you could kill the player.

    You could use a Reach Marker in the story to have the player approach the contact, and an asset such as a Martini Glass in the floor/ground to trigger the contact dialogue.

    The added bonus with this technique is that the "contact" can "become hostile" by creating a trigger that hides the invisible walls. The NPC group, which is mostly dead from the Space Volume, can also be "Completed" by killing the actor contact; this allows you to use the NPC group itself as a trigger.

    Cheers!
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    Thanks, but I was referring more to being able to use them in dialogue boxes.
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
    -Thomas Marrone
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    Sorry, hadn't thought about that :(

    On the other hand, the M-113 creature from the TOS episode, "The Man Trap", was a shape-shifter that only spoke when it was in the human form of Nancy Crater. Perhaps the workaround is to also make your contact a shape-shifter.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Actually.... I'm not sure it actually shapeshifted or merely used a psionic illusion. But either could be used for a contact picture.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • velocitorevelocitore Member Posts: 33 Arc User
    I used the M-113 creatures in my foundry mission "TOS: The Mind Trap". I could not use them for NPC dialog but instead used a Human looking NPC for talking and then swaped out a M-113 creature for combat. Since they are telepathic and can appear as anyone it seemed to work.
  • rekurzionrekurzion Member Posts: 697 Arc User
    can't you set a default dialogue for an NPC group object? You will be stuck with the "interact" text but I think you can get dialogue in that manner
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