Real Time 'Send Character To..'

  • #1, by dionousSaturday, 27. January 2018, 16:48 7 years ago
    Hi guys,

    Have the following scenario:

    - Have an NPC who exits the scene. I need to follow him in order to find the proper path to a destination. (remember Monkey Island 1 puzzle where you follow the shopkeeper to find the safe combination?)

    But it seems that it's not possible to have the NPC walk this path in a real time manner. Even i create an action part with all the "send to scene" information so that he can complete his path, every time the playable character enters a scene to follow him, the NPC starts walking from the initial point of this scene's path and he is not in the proper 'real time' position.

    I hope above is clear!

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  • #2, by afrlmeSaturday, 27. January 2018, 17:17 7 years ago
    Maybe you could use a table with a bunch of positions stored in it so when x time has passed & if the active character is not on the same scene as the npc, update the npc position. It's not a perfect solution but at least you can progress the position of the npc.

    The scene isn't loaded which is probably why they aren't walking in that scene.

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  • #3, by dionousSaturday, 27. January 2018, 23:24 7 years ago
    Thanks for the tip; yeah, i though that such or similar solution would be the closest thing to solution. smile

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  • #4, by CrossTuesday, 13. February 2018, 18:53 7 years ago
    In the waypoint-system you can create action areas in a scene with the option to "always execute" ("immer ausführen") an attached action. For realtime-movement of npcs off screen you can use that: build an action area in your first scene that teleports the npc to a second scene right into an action area that sends him to a third action area that teleports him to a third scene and so on.

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  • #5, by afrlmeTuesday, 13. February 2018, 19:21 7 years ago
    Interesting idea. I forgot action areas could be set to work even if another scene is shown. I haven't tested using it before.

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  • #6, by dionousTuesday, 13. February 2018, 19:43 7 years ago
    Interesting idea indeed. And i guess we can confine the action area to work only for the NPC? (so that it doesn't get triggered when our character steps in)

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  • #7, by CrossTuesday, 13. February 2018, 20:06 7 years ago
    You can indeed. I tested something similar a while ago and it works. It's resource-heavy though, since your "running" multiple screens at once.

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  • #8, by afrlmeTuesday, 13. February 2018, 20:20 7 years ago
    Interesting idea indeed. And i guess we can confine the action area to work only for the NPC? (so that it doesn't get triggered when our character steps in)
    Yes, you can specify any character or a single specific character. Also just positioning a character inside of an action area will automatically trigger the character entered action area actions.

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