NPC Dialogue


Eva Destruction

 

Posted

My arc is finished, basically. I wanted to add some NPCs walking by and have them chatting for atmosphere and comedy. Apparently, there is either no way to do this, or I've missed it.

I know I could use a patrol, but that's just a repetition of the same dialogue if I use more than one patrol.

Any suggestions?


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

-sigh- *pats Ukaserex on the back*

Non combat options are...limited...in MA creation (arguably combat options are limited too but I don't feel like ranting). You can have multiple different patrols and I believe you can have an ally set to Wander when rescued and then having the surrounding spawn set to Empty. Essentially, you have to rig things up. LaserJesus's Made To Wave The Flag did some cool stuff with story pacing but one of the recent patches messed up one of the objectives (word of warning: the arc has Malta).


 

Posted

Multiple different patrols are the easy way. They can have two lines of dialogue each. Just don't overdo them, try to space them out between "front," "middle" and "back," or have some of them spawn when other objectives are completed, or they might all spawn in a clump and say their dialogue all at once, which results in NPC dialogue box spam rather than some nice flavor.

What Zamuel said, about allies set to "wander," also works, except you set the guarding group difficulty to "single" rather than setting the group to "empty." Allies and captives have been changed recently, they don't count as rescued until you actually walk up to them, so that means you can use the "rescued" dialogue, "lost" dialogue, and "reacquired" dialogue boxes for unguarded allies.


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