Configuring Avadroids

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  • Grace Judes
    • Feb 2026
    • 83

    #1

    Configuring Avadroids

    So I'm trying to configure my avadroids via interactions for a mission I'm making. So far it seems that there's no way to make an avadroid gesture (point, wave, stop....) or use an item as a reaction to an interaction trigger. If I'm wrong please share how to do so.

    Now, the reason I am creating this post - making the avadroid face a certain direction. Do they have their own inner compass which changes directions every so often?? I try to gauge the direction by the mini map of the space, but I have failed at making them face where I want to. It's almost as if it's relative to something, like the direction they were facing before, which is honestly stupid and I hope I am wrong. The "face" action is supposed to happen after a "move" action, so I can't just rotate the pod in the correct direction and summon the avadroid, sadly. Does anyone have any tips for this, please?
  • Aribella Lafonte
    • Dec 2024
    • 160

    #2
    For a gesture or action that’s not available, you can set it as a dance step and have its reaction to dance. Now, getting them to stop is another issue of its own, so you will more than likely have to set another reaction to dance on a time delay to make it stop dancing before it carries out other reactions.

    There is also a direction on the launchpad to which it faces, though myself find it hard to tell. I just set it down and rotate it how I need to after checking to see how the NPC summons and whichever direction it’s facing.

    For the NPC interactions to face, those are hard for me to do. I try comparing it to the N on the map but still end up testing each direction (N, NE, NW, S etc) if it’s not exactly as I want it. I do have to make sure that the NPC has enough clearance to summon and turn in the direction that I want it to face though, if something is too close to allow it that allowance, it won’t face as intended. They used to get caught in a spin, but I think that was fixed some time ago.

    BTW, the face interaction is a reaction to an action. It can react to speaking, emoting, gesturing, or on proximity. It does not require the NPC to move first.

    i.e

    When proximity of 100m is detected > summon - 1 sec

    When proximity of 100m is detected > face N > 1.5 sec

    When proximity of 100m is detected > emote smile > 10 sec (whatever time needed to build the space)

    When proximity of 100m is detected > say “Hello, $Avatarname. > 11 sec (adjust accordingly)
    Last edited by Aribella Lafonte; 4 weeks ago.

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    • Grace Judes
      • Feb 2026
      • 83

      #3
      Originally posted by Aribella Lafonte
      For a gesture or action that’s not available, you can set it as a dance step and have its reaction to dance. Now, getting them to stop is another issue of its own, so you will more than likely have to set another reaction to dance on a time delay to make it stop dancing before it carries out other reactions.

      There is also a direction on the launchpad to which it faces, though myself find it hard to tell. I just set it down and rotate it how I need to after checking to see how the NPC summons and whichever direction it’s facing.

      For the NPC interactions to face, those are hard for me to do. I try comparing it to the N on the map but still end up testing each direction (N, NE, NW, S etc) if it’s not exactly as I want it. I do have to make sure that the NPC has enough clearance to summon and turn in the direction that I want it to face though, if something is too close to allow it that allowance, it won’t face as intended. They used to get caught in a spin, but I think that was fixed some time ago.

      BTW, the face interaction is a reaction to an action. It can react to speaking, emoting, gesturing, or on proximity. It does not require the NPC to move first.

      i.e

      When proximity of 100m is detected > summon - 1 sec

      When proximity of 100m is detected > face N > 1.5 sec

      When proximity of 100m is detected > emote smile > 10 sec (whatever time needed to build the space)

      When proximity of 100m is detected > say “Hello, $Avatarname. > 11 sec (adjust accordingly)
      Thank you so much for these tips! The dance trick is so smart.
      About moving and facing, my situation is a bit more complicated. The avadroid is supposed to move to the player, exchange some dialogue and then on a trigger move to a specific place and face a specific direction they should point at. But I'll maybe just omit that part lol.

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      • Aribella Lafonte
        • Dec 2024
        • 160

        #4
        Thank you so much for these tips! The dance trick is so smart.
        About moving and facing, my situation is a bit more complicated. The avadroid is supposed to move to the player, exchange some dialogue and then on a trigger move to a specific place and face a specific direction they should point at. But I'll maybe just omit that part lol.
        It's still possible, you just set your interactions for what you want the NPC to do and on appropriate time delays long enough between to carry them out. If they are too close together, the NPC won't follow every command or do them too fast and close together. For the pointing (the dance), you click on your NPC (edit) and set up his dances ahead of time deleting the default dance and customize your own with just the stand and right/left point. It would only become an issue if you don't have VIP since you have to be VIP in order to customize dances. If that is the case, then you will have to omit the point gesture and just have the NPC walk toward the location instead in order to direct them in place of the point. I don't know each interaction that you want, but this is an example to how you can set it up, to get an idea anyway, we usually set up NPCs with triggered events;

        When event (enter whatever event name here) is detected > move to avatar on appropriate time delay
        When event (whatever) is detected > say " whatever dialog here" on a different delay
        When "blah, blah, blah" is detected > say " blah, blah, this and that" on another delay
        When " blah, blah, blah" is detected > move to + on an increased delay - (If they are moving to the area, they should already be facing that direction walking there, make sure furniture etc isn't too close if they are to turn and face another direction upon moving which will prevent them from turning that direction)
        When "blah, blah, blah" is detected > dance (using the single point gesture) on another increased delay
        When "blah, blah, blah" is detected > dance (in order to stop the pointing gesture) on final time delay (you can try the stop but at one time, I don't believe this was working but may be working now)


        Hopefully this helps so you don't have to scrap anything.

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        • Grace Judes
          • Feb 2026
          • 83

          #5
          Hi, sorry for the late reply, I haven't had time to try it out till now. I figured out to do the correct direction for the 'face' action finally, and yes it seems I needed a bigger delay between move and face. The dance part is still tricky, I can't get the avadroid to stop, not with another dance action nor with the stop action, lol. I'm probably going to give up on that part as it is not that important. Thank you a lot for your instructions!

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