Detctive-Style Mission Question: Is this possible?
You'd probably have to make it two missions. In the first, the "villain" would be a friendly NPC while you click glowies or search for clues. The final clue would lead you to a second location, more friendly NPCs and glowies, and then you could trigger the villain to appear after one of those glowies is clicked.
You'd probably have to make it two missions. In the first, the "villain" would be a friendly NPC while you click glowies or search for clues. The final clue would lead you to a second location, more friendly NPCs and glowies, and then you could trigger the villain to appear after one of those glowies is clicked.
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I think the mechanics for what you are trying to so exist, sort of, but not sure it is available in AE or maybe you need to wait for i17 to release. There is a mission in Test at the moment where you enter a map and find Freakshow standing around but none of them are valid targets. When you locate the Boss, who is a vaild target, and defeat him suddenly all those previously non targets change and become hostile. I don't see why if its possible to do that what you are after wouldn't be as well but it simply may not be something that's available YET.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
You can make an ally and set him to betray when the glowie is clicked.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
If I were trying to make a mission like that, this is what I'd probably do:
1) Pick an indoor map.
2) Put an ally that betrays at the beginning, with the enemy group set to "Single" so they spawn alone and get rescued when you get near.
3) Put the glowie you need to lead him to at the rear of the map.
(Alternate) Put the ally and said glowie in the rear of the map for a shorter walk, and possibly better writing (and I guess 2 and 3 need to be reversed since the glowie should exist before you can tell the ally to betray at it)
4) Populate map with other glowies to click with awesome clues
5) Fill all the map spawns with otherwise non-hostile characters
6) Profit!
It's not exactly what you want, but it should work well enough.
Ambush City, Or: How I Learned To Stop Worrying And Love The Ambush - Arc #1043
Strife of the Grave - Arc #3409
Shift - Arc #529411
Note that betraying allies and escorts give no XP however, since their AI (passive, aggressive, defensive) stays the same after their betrayal, so you can make enemies that can be defeated but don't fight back.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Make an Ally, set his combat AI to Aggressive and his behaviour to Wander or Nothing. Set him to Betray when you click the glowie. Should do what you're looking for it to do.
Is it possible to populate a map with friendly NPCs (who just stand around and don't fight), but after a glowie is clicked, a certain one of them becomes hostile?
I had an idea for a mission where the heroes look for clues, and when the right one is found, the villain is revealed for them to fight. Ideally, they'd have seen him before, but as a friendly NPC, not realizing that he's actually the bad guy.