This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: Making an NPC Visible after completing a Quest.  (Read 2429 times)

Krang Stonehoof

  • Contributors
  • Wiki Incarnate
  • *****
  • Posts: 164
    • View Profile
Making an NPC Visible after completing a Quest.
« on: June 27, 2016, 01:16:09 pm »
Greetings,

I've seen a recent Blue Post from a Blizzard Developer, and someone was complaining on the forums that they cannot see an NPC, and the Developer replied with: "You cannot see him because you have to complete a quest in order to see the NPC". And I was curious, on a Trinity Core 3.3.5, would it possible to implement something like that? To make an NPC visible after completing a Quest, but without phases. (Also, you have to take in consideration that the NPC shall be visible only for the player who completed the quest, not for everyone after first completion).

Thanks,
Lucian
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

  • Administrator
  • Creator of Worlds
  • *****
  • Posts: 2967
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #1 on: June 27, 2016, 03:34:16 pm »
Why without phases? This is exactly why phases exist? Doing it without phases just means that you reimplement the phasing system!?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

111tester

  • Registred Member
  • MS Paint Freak
  • *****
  • Posts: 3
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #2 on: June 27, 2016, 09:40:22 pm »
Quote from: "Krang Stonehoof"
Greetings,

I've seen a recent Blue Post from a Blizzard Developer, and someone was complaining on the forums that they cannot see an NPC, and the Developer replied with: "You cannot see him because you have to complete a quest in order to see the NPC". And I was curious, on a Trinity Core 3.3.5, would it possible to implement something like that? To make an NPC visible after completing a Quest, but without phases. (Also, you have to take in consideration that the NPC shall be visible only for the player who completed the quest, not for everyone after first completion).

Thanks,
Lucian

Use an aura of invisibility on creatures. Then give the player an aura of visibility after completing quest.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 308
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #3 on: June 28, 2016, 02:50:28 pm »
Quote from: "schlumpf"
Why without phases? This is exactly why phases exist? Doing it without phases just means that you reimplement the phasing system!?
^this
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

  • Contributors
  • Creator of Worlds
  • *****
  • Posts: 807
    • View Profile
    • http://skarn-project.net
Re: Making an NPC Visible after completing a Quest.
« Reply #4 on: June 30, 2016, 09:40:11 am »
Quote from: "111tester"
Quote from: "Krang Stonehoof"
Greetings,

I've seen a recent Blue Post from a Blizzard Developer, and someone was complaining on the forums that they cannot see an NPC, and the Developer replied with: "You cannot see him because you have to complete a quest in order to see the NPC". And I was curious, on a Trinity Core 3.3.5, would it possible to implement something like that? To make an NPC visible after completing a Quest, but without phases. (Also, you have to take in consideration that the NPC shall be visible only for the player who completed the quest, not for everyone after first completion).

Thanks,
Lucian

Use an aura of invisibility on creatures. Then give the player an aura of visibility after completing quest.

And see some dummy NPCs like infernals, imps and whatnot.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

monsune

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 55
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #5 on: July 02, 2016, 02:40:39 am »
But NPC phasing in WOTLK won't work for particular player, right? It's more like all or nothing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

  • Moderators
  • Creator of Worlds
  • *****
  • Posts: 1129
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #6 on: July 02, 2016, 04:02:17 am »
Iirc you can handle that with conditions. Not sure right now
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Rhisk

  • Registred Member
  • MWCS Enthusiast
  • *****
  • Posts: 1
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #7 on: July 12, 2016, 11:20:21 pm »
An easy way to accomplish this is through a SAI. You can add a invisible aura to the npc, and add a smart_script to remove this aura when the player have the quest x rewared.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

  • Moderators
  • Creator of Worlds
  • *****
  • Posts: 1129
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #8 on: July 13, 2016, 10:37:18 pm »
Quote from: "Rhisk"
An easy way to accomplish this is through a SAI. You can add a invisible aura to the npc, and add a smart_script to remove this aura when the player have the quest x rewared.
Does not make it specific but generic. SAI does not allow that for one specific player only.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Shakar

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 16
    • View Profile
Re: Making an NPC Visible after completing a Quest.
« Reply #9 on: September 01, 2016, 09:59:41 am »
Quote from: "Ascathos"
Quote from: "Rhisk"
An easy way to accomplish this is through a SAI. You can add a invisible aura to the npc, and add a smart_script to remove this aura when the player have the quest x rewared.
Does not make it specific but generic. SAI does not allow that for one specific player only.

What if the SAI set where it toggles the players phase instead? I know on my Trinity build that I can affect the players phase for quests (but not permanently) using the setingamephasemask sai action... why not set it on a dummy box where if the player has completed quest x via condition, it will set player into phase y with other dummy unit setting their phase back to the normal one when they leave the affected areas?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »