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Posted

im trying to make one where the ally walks to the door but will stop if my person aint near him

 

ive seen it done but i aint sure how to go about it

Posted (edited)

Are you referring to a Rescue? As in the target is freed, then heads to the nearest door? If so, there is not contro over that at all. The fact that the target uses the door or not doesn't depend on anything you do. All the rescuee is trying to do is leave via the nearest door. This effect that you saw would be due to the specific map, not anything you can do in settings. The only way to absolutely ensure an NPC stays on their side of the door, with you, is to set it to follow.

 

Beyond that, why do you want them to run to a door, then stop?

Edited by cranebump

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Posted

May be referring to Add an Escort.  If you add and escort you get a default "lead to door" thing.  You can choose to lead them somewhere else too, but you would have to set that up yourself, like lead to a collectible or whatever.

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Posted
1 hour ago, Darmian said:

May be referring to Add an Escort.  If you add and escort you get a default "lead to door" thing.  You can choose to lead them somewhere else too, but you would have to set that up yourself, like lead to a collectible or whatever.

They might be, but I'm not entirely sure, tbh.

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Posted

Captives, escorts, and allies will stop following the player character if the player gets too far away from them. It is their default behavior. Usually, people want to avoid this because they often have to backtrack the whole map.

 

Stealth can help shake off the tail on purpose. Use powers that grant stealth while escorting, then run or fly away from the escorts.

 

For more information on stealth and perception:

https://homecoming.wiki/wiki/Stealth_and_Perception#Stealth_Powers

 

By the way, isn't this the guy who was asking how to make an AE farm using troll cave? 

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