Adding Civilians to a Mission


CallMeTheFalcon

 

Posted

Alright, I had this idea for an AE mission the other day. There's some important person that has had a hit put out on him and it's up to the player to thwart the assassination attempt. What I want to do though is have the player investigate the map to try and figure out who and where the assassin is in a sea of Paragon civilians. So, I was wondering, is there a way to make a map with just a bunch of pedestrian type characters that don't attack the player while they investigate?


 

Posted

Quote:
Originally Posted by CallMeTheFalcon View Post
Alright, I had this idea for an AE mission the other day. There's some important person that has had a hit put out on him and it's up to the player to thwart the assassination attempt. What I want to do though is have the player investigate the map to try and figure out who and where the assassin is in a sea of Paragon civilians. So, I was wondering, is there a way to make a map with just a bunch of pedestrian type characters that don't attack the player while they investigate?
No idea, but I hope there is. That could be a fun mission. Especially with a properly stealthy enemy.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Posted

What I would have suggested before the last patch is a map filled with 'ally' set 'single' and 'noncombat.'

Unfortunately, now, that would pretty much reduce Xp to 0.


 

Posted

Hm... But wouldn't that make it so that the civillians would follow you around as you approached them?


 

Posted

Just set the allies all to 'wander.'

This does mean they'll sit there until you happen by, but this might work for you. You could set up an initial animation, an animation that happens when you get near, and then, after a bit, they'll just walk around.


 

Posted

Quote:
Originally Posted by CallMeTheFalcon View Post
Hm... But wouldn't that make it so that the civillians would follow you around as you approached them?
If you set them to "wander" or "do nothing" they're not supposed to. That doesn't mean they won't, as ally behavior is rather wonky.

I would suggest using patrols and "boss" details set to allied. They will do their thing and ignore you, although they will attack and be attacked by any enemies that approach them.

Creating a custom group out of stock critters with a "civilian" look (Family, Midnighters, Scrapyarders) that max out well below the minimum level of the mission will result in a mission full of grey-cons that should ignore you until you attack them. That would probably be better suited for villains though, and it sounds like your arc is heroic.


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Posted

Quote:
Originally Posted by Doc_Wormwood View Post
What I would have suggested before the last patch is a map filled with 'ally' set 'single' and 'noncombat.'

Unfortunately, now, that would pretty much reduce Xp to 0.
No xp, but a rocking fun mission from the sounds of it.


 

Posted

I've also included patrols of 'allies' and set them roaming around maps (the first mission of "Too Clever By Half" works that way), and there are LOTS of them, so the map is almost full of wanderers to navigate through.

Michelle
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Samuraiko/Dark_Respite


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