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-   -   Disappearing NPCs/Contacts? (http://sto-forum.perfectworld.com/showthread.php?t=210997)

Archived Post 04-11-2011 12:30 PM

Disappearing NPCs/Contacts?
 
I can't seem to find a way to fudge the disappearance of an NPC, Group or Contact. Any help?

I want to have a non-aggressive version of an NPC get replaced with an aggressive version at one point during my script. Since you can't change the aggro flag on NPCs, I intended to perform a hot swap of two separate NPCs wearing the same costume. But I can't make the non-aggro one disappear.

Any hints would be appreciated!

Archived Post 04-11-2011 12:45 PM

I don't think there's a way to do it without a map-change currently. You can only make an NPC-Contact appear, not disappear. Once they're on the map, they're in it til the end of the map.

Archived Post 04-11-2011 12:52 PM

One possible work-around, in space only, is to use "detail objects" of ship types that exist as potential combat units as well. For instance, a Miranda, or a borg cube. Dialog could be done with popups or tied to local triggers. The "object" can be removed and replaced with either an NPC-Contact or a combat unit.

Archived Post 04-11-2011 01:18 PM

I definitely think that making NPC contacts able to disappear is the #1 thing that should get fixed/added to the Foundry.

Archived Post 04-11-2011 02:02 PM

Darn, wel lthat answers my question I wanted the player to come into a zone and have security there for help then get beamed out later. :(

Archived Post 04-11-2011 02:44 PM

While you can't make a contact disappear, you can box in a hostile npc with invisible walls. They won't try to attack through invisible walls. Try building a box around the hostile version of the npc, then set up a trigger to make those walls disappear when you want them to attack.

Archived Post 04-11-2011 03:23 PM

Quote:

Originally Posted by Foxrocks
While you can't make a contact disappear, you can box in a hostile npc with invisible walls. They won't try to attack through invisible walls. Try building a box around the hostile version of the npc, then set up a trigger to make those walls disappear when you want them to attack.

That'll work!

I love ingenious solutions like this, for overcoming limitations.

It's really thinking outside the box. Or... actually... inside, this time. But, well... you know what I mean! ;)

Archived Post 04-11-2011 03:24 PM

Yes, unfortunately we can't make an npc contact go from visible to hidden. If you're using ships in space, then there are a few tricks to fake it, turning a ship from friendly to hostile.

http://starbaseugc.com/index.php/sto...iggers-part-4/

There are no tricks like this if you're wanting to do this with npcs on the ground.

Archived Post 04-11-2011 04:00 PM

Ideally every single type of object should allow you to set triggers for visible and then to hidden. There's no reason it should be limited to details alone.

Archived Post 04-12-2011 12:10 AM

Quote:

Originally Posted by Foxrocks (Post 3486708)
While you can't make a contact disappear, you can box in a hostile npc with invisible walls. They won't try to attack through invisible walls. Try building a box around the hostile version of the npc, then set up a trigger to make those walls disappear when you want them to attack.

I've tried it. It doesn't look pretty, i.e. the player bumps into an Invisible Wall if they get too close, and you have to somehow handle the left-over hostile NPC's. If you use a single hostile NPC, as far as I understand you're limited to animal-types and if you skin them with a regular enemy costume you'd get a Zombie.... :o

Quote:

Originally Posted by Nagorak (Post 3486817)
Ideally every single type of object should allow you to set triggers for visible and then to hidden. There's no reason it should be limited to details alone.

NPC Contacts are probably special because Cryptic doesn't want us to create missions where an NPC Contact may be a part of an objective but is set to disappear for whatever reason. We already have enough trouble with NPC Contacts getting killed by hostile enemies as it is. :eek:


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