Lieutenant
Join Date: Nov 2012
Posts: 57
# 1 Warping Ships Animation
08-30-2013, 09:07 AM
Does Anyone know if there is a way to make ships that are NPC Contacts ships in a space map "warp" into position?

I'd prefer that to them "just appearing".

Any help would be appreciated.
Captain
Join Date: Aug 2013
Posts: 4,044
# 2
08-30-2013, 09:19 AM
Quote:
Originally Posted by ompgaming1 View Post
Does Anyone know if there is a way to make ships that are NPC Contacts ships in a space map "warp" into position?

I'd prefer that to them "just appearing".

Any help would be appreciated.
You have to make two copies of the NPC Contact ship on the same coordinates (make one, duplicate it, and adjust the coordinates and heading to match manually), with the following trigger layout, and have another trigger occur immediately afterward to make the first one disappear and the second one appear. I find a "reach this point" marker placed just ahead of the player ship works nicely for the changeover.
  1. Ship 1 Behavior
    • Animation: Warp in
    • Triggers: Hidden -> "Immediately" -> Visible -> "Component Reached: [insert name of marker]" -> Hidden
  2. Ship 2 Behavior
    • Animation: anything besides warp in; "Float" works nicely
    • Triggers: Hidden -> "Component Reached: [insert name of marker]" -> Visible -> "Never" -> Hidden
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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,372
# 3
08-30-2013, 10:54 AM
Quote:
Originally Posted by starswordc View Post
You have to make two copies of the NPC Contact ship on the same coordinates (make one, duplicate it, and adjust the coordinates and heading to match manually), with the following trigger layout, and have another trigger occur immediately afterward to make the first one disappear and the second one appear. I find a "reach this point" marker placed just ahead of the player ship works nicely for the changeover.
  1. Ship 1 Behavior
    • Animation: Warp in
    • Triggers: Hidden -> "Immediately" -> Visible -> "Component Reached: [insert name of marker]" -> Hidden
  2. Ship 2 Behavior
    • Animation: anything besides warp in; "Float" works nicely
    • Triggers: Hidden -> "Component Reached: [insert name of marker]" -> Visible -> "Never" -> Hidden
I'm afraid this won't work. What will happen is the first ship will warp in repeatedly until the player triggers the reach marker and the second ship appear.

The problem is that the Warp In animation loops. The only situation where I've managed to effectively use the warp in animation is with a hostile group spawning within striking distance of the player or a friendly NPC.

You set the idle animation to warp in. Before the animation can loop, the NPC is aggroed by the player. The key is that the player needs to destroy the NPC so it can't return to it's idle animation of repeatedly warping in. It's also for this reason that this won't work for friendly NPCs.

@greendragoon
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