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In more than one mission I'm working on, there will be NPC groups which will have a patrol route from one point to another. However, instead of cycling back to the start of the route, they're supposed to transition to a different state (using duplicate NPCs) at the end of the route.

What would be necessary to get the timing just right so that the mission setup will play out as intended? I know one of the things I heard of was hiding opposing groups off-map tied to triggers, set up to kill the other to provide a particular timing range.

However, what kind of setup would allow for a transition timing which triggers at the "end" of a patrol route? It would need to be possible to set up a different timing length to match the route length (speed and distance), so I'd like to know if anyone has any particular tips before I attempt any of the possible solutions I already know of.
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# 2
02-20-2014, 08:13 PM
Is the player supposed to follow the npc? The easiest thing to do is to replace the patrolling npc with a reach marker

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# 3
02-20-2014, 08:45 PM
Quote:
Originally Posted by zorbane View Post
Is the player supposed to follow the npc? The easiest thing to do is to replace the patrolling npc with a reach marker
Well, that's certainly an obvious solution, but one I hadn't thought of at the time. Thank you.

Like with any other potential solution for this, it would depend on the player following the NPC at the correct timing so that the transition isn't too obvious. However, this cannot be guaranteed, so the mission would only be able to be given seamless timing up to a point.

I'll probably be using a combination of reach markers and hidden combat groups depending on what works for each mission.
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# 4
02-20-2014, 09:14 PM
It's kind of impossible tomake it seamless unless you use some sort of distraction

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# 5
02-20-2014, 11:17 PM
Quote:
Originally Posted by zorbane View Post
It's kind of impossible to make it seamless unless you use some sort of distraction

Follow Admiral EscortMe to the shuttle
OH NO WE'RE UNDER ATTACK KILL THE BORG
Yay you've killed the borg and the Admiral is waiting for you
True.

Now that I'm setting it up in one of my missions, what would be a good speed to set the patrol at for a space group? I want it to seem like they're out on patrol, but don't want the distance I've set to take *too* long to get from one end to the other.

This is an extremely rough estimate, but around 25-40km.

Last edited by theoryfive; 02-20-2014 at 11:28 PM.
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# 6
02-21-2014, 01:17 AM
Ehh I've played with it a bit, 20 (the top speed) is about "half full impulse". 12 is around full normal impulse.

Patrolling works in preview so its something you can easily tweak

Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
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# 7
02-21-2014, 06:25 AM
If you had a scenario where the patrol had to engage a group of enemies at the end of their patrol, you could trigger the transition on the enemy mobs defeat. A little situational, but would work.

@greendragoon
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# 8
02-21-2014, 09:55 AM
Quote:
Originally Posted by thegreendragoon1 View Post
If you had a scenario where the patrol had to engage a group of enemies at the end of their patrol, you could trigger the transition on the enemy mobs defeat. A little situational, but would work.
Yep, and that's something I'd like to use in another mission. The version I'm using is more to ensure that the friendly group sticks around during a little cutscene, then the fight begins.

Patrol travels to destination point, switches into place, dialogue occurs, then combat. In a mission without [redacted], I could even swap them back into a patrol route once the combat is over.
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# 9
02-21-2014, 12:17 PM
( takes notes )

During this Foundry Bonus Weekend, don't just choose the shortest missions, choose to play the best missions. Have more fun, get more marks!

List of great missions: http://sto-forum.perfectworld.com/sh...d.php?t=286621
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# 10
02-21-2014, 12:28 PM
Quote:
Originally Posted by theoryfive View Post
Yep, and that's something I'd like to use in another mission. The version I'm using is more to ensure that the friendly group sticks around during a little cutscene, then the fight begins.

Patrol travels to destination point, switches into place, dialogue occurs, then combat. In a mission without [redacted], I could even swap them back into a patrol route once the combat is over.
Maybe what you could do is have the patrol "run ahead" where the patrol moves quickly away and the player passes a reach marker en route which despawns the patrol and spawns a stationary copy "waiting" for the player to catch up.

@greendragoon
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