Detctive-Style Mission Question: Is this possible?


Demonic_Gerbil

 

Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by FreckledAvenger View Post
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.
Hmm... So if an NPC is friendly, they can't be switched to hostile within the same mission?


 

Posted

Quote:
Originally Posted by Selenir View Post
Hmm... So if an NPC is friendly, they can't be switched to hostile within the same mission?
Well, you can have a captive that you rescue turn hostile, and you can spawn a hostile NPC from a glowie click, but I don't think you can pick a random NPC to turn hostile at a specific point.


 

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Quote:
Originally Posted by FreckledAvenger View Post
Well, you can have a captive that you rescue turn hostile, and you can spawn a hostile NPC from a glowie click, but I don't think you can pick a random NPC to turn hostile at a specific point.
But the captive hostile NPC will become hostile immediately, right? You can't have him follow them around for a while and then switch to hostile?


 

Posted

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.


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Posted

Quote:
Originally Posted by Selenir View Post
But the captive hostile NPC will become hostile immediately, right? You can't have him follow them around for a while and then switch to hostile?
Correct, the captive will become hostile as soon as they are rescued. There was also something in the i17 feature list about "MA improvements", so it might be possible when i17 is released.


 

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Quote:
Originally Posted by Eva Destruction View Post
You can make an ally and set him to betray when the glowie is clicked.
Would the ally have to be following you at the time?


 

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Quote:
Originally Posted by FreckledAvenger View Post
Would the ally have to be following you at the time?
Probably.

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.


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Posted

Quote:
Originally Posted by FreckledAvenger View Post
Would the ally have to be following you at the time?
Nope. He will turn hostile regardless.

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.


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Posted

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.