Lieutenant
Join Date: Jul 2012
Posts: 39
# 1 Scanning a Contact?
01-01-2013, 12:16 PM
I'm trying to scan a single NPC contact that is wounded. How would I do that? Interact with Object won't let me choose it as an object.
Primary Character: Ramin
Ship: U.S.S. Versailles (Assault Cruiser: Strategic Ops/Support)
Specialty: Tactical, long range/assault
Rank: Vice Admiral
Rihannsu
Join Date: Jun 2012
Posts: 13,089
# 2
01-01-2013, 01:11 PM
Hide a tiny object at the NPC's location and use that.
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Career Officer
Join Date: Jun 2012
Posts: 844
# 3
01-01-2013, 05:30 PM
I'd just use the invisible object 10ft as the interact, it's small enough that you have to be generally in the area to scan the NPC.

I've tried the martini glass route and it's usually more trouble than it's worth, in my opinion. It's only worth it if it's absolutely vital that the interact be in a very small area.


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Rihannsu
Join Date: Jun 2012
Posts: 13,089
# 4
01-01-2013, 09:35 PM
I've found what I call the "door mat" approach to work nicely. Take an object with a flat top and recess it into the floor until it sticks just above the surface, like a doormat. :p

Obviously, after you recess the object, you place the NPC on top of it. Hmm... you could probably use the same approach for an NPC that was laying on a regular prop too. Such as an unconscious man laying on a bench.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Lieutenant
Join Date: Jul 2012
Posts: 39
# 5
01-02-2013, 11:23 AM
I got the invisible object trick to work. I added two of them, one to appear after I complete a different objective to perform a different action that is suppose to beam them out. I tried to add a duplicate of the same officer that appears after I complete the second component, and then beam out. Problem is he beams in. I don't really want that to happen. How would I get him to beamout and stay beamed out? Or would this be another invisible object trick?
Primary Character: Ramin
Ship: U.S.S. Versailles (Assault Cruiser: Strategic Ops/Support)
Specialty: Tactical, long range/assault
Rank: Vice Admiral
Rihannsu
Join Date: Jun 2012
Posts: 13,089
# 6
01-02-2013, 11:48 AM
NPCs always beamout when they despawn. Getting rid of(or adding) an NPC without (de)spawning them is complicated.

Why are you using a duplicate NPC? I don't quite get that.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Lieutenant
Join Date: Jul 2012
Posts: 39
# 7
01-02-2013, 01:34 PM
Quote:
Originally Posted by markhawkman View Post
NPCs always beamout when they despawn. Getting rid of(or adding) an NPC without (de)spawning them is complicated.

Why are you using a duplicate NPC? I don't quite get that.
Not true. They just simply disappear. Unless I'm despawning them wrong.
Primary Character: Ramin
Ship: U.S.S. Versailles (Assault Cruiser: Strategic Ops/Support)
Specialty: Tactical, long range/assault
Rank: Vice Admiral
Survivor of Romulus
Join Date: Jun 2012
Posts: 4,593
# 8
01-02-2013, 01:44 PM
martini glass works
Lieutenant
Join Date: Jul 2012
Posts: 39
# 9
01-02-2013, 02:23 PM
Quote:
Originally Posted by sollvax View Post
martini glass works
Nah. Didn't work. Just disappeared too. Disappearing is just gonna have to do it. I guess it is one of the many limitations that the Foundry creators didn't work out. But who knows. Maybe it'll be different when it goes live.
Primary Character: Ramin
Ship: U.S.S. Versailles (Assault Cruiser: Strategic Ops/Support)
Specialty: Tactical, long range/assault
Rank: Vice Admiral

Last edited by captainlonghorn; 01-02-2013 at 02:34 PM.
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