Working on my 1st adventure and 1st time using the foundry. Have some programming experience and checked out some tutorials so I'm in a pretty good place right now.
Simple question though that is troubling me. How in the world do I make transitions from an exterior map to an interior map? Example, from let's say the graveyard map to an interior tomb dungeon? I see the teleporters and it gives me two of them each of which has to be placed on the exterior map right? So not sure how to transition and get the player(s) from the exterior to interior
I tried to place a clickable gate/door in the graveyard exterior map to no avail, so I decided after winning an event of sorts they would be granted access to the tomb, but how to transition between the exterior and interior is bedeviling me :-(
I'm new to the foundry, but I have learned a few things that I hope will assist you.
First, populate your outdoor map with all the details you wish for it to have. If you want someone to go into the crypt, and come back out, do NOT, I repeat NOT put in any conversations or interactions on items YET in this outdoor area. Once it is populated the way that you desire, copy the map first.
Now, you have two maps of the same area, that look exactly alike. "How pointless!" you may say. No, indeed, my friend. You can't re-use the same map! So you must have a duplicate of it. Rename your duplicate, "After crypt".
Now you may populate your original map with speech and interactions. If necessary, go into map 2 and make the same items interactive... pain in the neck, but it prevents the "copy over" from making every. single. item. on the map interactive with one of the conversations or interactions. Yeah. I'm not kidding. 1 interaction left on map 1 = interaction on EVERYTHING for map 2 when you dupe it. (I could have cried at this point... 1200 items all saying the same thing... ).
Now, since you already placed your door (as non-interactive), you can use that door in your "map transition" (on Story tab) to enable them to go to the NEW map that you create for the crypt interior.
When they finish their quest inside the crypt interior, they go back to the outdoor map... which is forced to be outdoor map 2.
By the way! You can't do this (map transition from one map to another) in any way, shape, or form as an optional part of your quest. You can only have optional areas within the same map (so you could send them into the crypt and make an optional area within the crypt that is always there but can only be accessed by a certain event happening, like the right dialogue occurring).
Example from my own quest... you are forced to go from the outdoor map to the crypt. But once in the crypt, there is an optional NPC that you can speak with and fight, or you can ignore him. There is an invisible wall behind him. The invisible wall is triggered so that it only goes away when your dialogue with the guard says, "I'm passing you, anyway" and then his dialogue says, "None shall pass". He poofs, and the wall poofs. As soon as his dialogue "None shall pass" is triggered, an "encounter" version reskinned to look like him is to appear. The person fights the encounter and can go back into the optional area.
Please tell me if you need any clarification. This is something that you CAN do, but it's got limited application.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
In short - Transferring between maps is controlled by the story tab in the Foundry. Whenever you want the player to go to a new map, you have to click "Add map" on the story tab and it will ask you to select which map you want to slot next into the quest flow.
As nimmanu said, if you want them then to go back to the old map, you have to add a dupe version of your old map.
[SIGPIC][/SIGPIC]
0
kellian11Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
Ok so let me see if I follow:
1 - always make a copy of the interior map because I can't reference the same map twice, so there needs to be a 1.0 and 2.0 version of the EXACT same map
2 - I can place the door, go to story tab and in map transitions select the door from the drop down box and that will enable the transition.
Question - The map I'm using already has a default door by the entrance (though not selectable) so If I place another door there in the map transition area it looks off (I mean like a door that is totally out of place) and also isn't selectable for some reason to click on (I haven't made the interior map yet or a place for it to go once they click on it, just wanted to see if it was selectable).
* - edit got it working after creating the initial interior room (silly goose I am)
Clarification - This is the start of the story...this is the initial (1st time) going into the tomb. So I'm looking for that 1st initial transition into the interior map. The copy of the exterior I follow completely and can have that done when they leave...right now just trying to get them into it the first time.
Idea - It might be easier for me to have them talk to the NPC and just be teleported into the tomb, again not sure how to get that to happen. I would have thought making a selectable door to transition would have been an easier method...perhaps not :-)
What I would do in your 2nd map is use an invisible interactable by the preexisting door. If you're using one of Cryptic's premade interiors, some of those doors can be used as area transition triggers, but some cannot. If you happen to want to use one that cannot, then you can simply place an invisible interactable object in front of it and it'll look like you're clicking on the door. (search for 'invisible' in the asset list)
To move from one map to another, it must ALWAYS be in the quest to do so.
Your quest is linear. A to B, to C, to D. Never A to D, never C to B. You have a single, linear quest line. To go from Map 1 to Map 2, it MUST be part of the quest to go to Map 2.
So what you do is make the person go to the crypt to ask Joe a question. "Hey Joe, how do I get the key to the city?"
While inside the crypt, make an optional area. Player can ask Joe the question and go on with the linear quest line, which is "return to the outdoor map" Once at the outdoor map, he has a new objective, "talk to brian". He carries on.
OR, he can stay inside the crypt and do your optional stuff... The whole time, he'll have the directive to return to the overland map.
The only way to transition maps is with an item. And it can ONLY be used to transition maps as part of the quest line--and at the right time in the quest line. Once on that map, however, you can add all the optional stuff you like.
You can't ever have them just talk to someone and be teleported. You can have them talk to someone, then click an item that just became interactive because it was triggered by the map transition quest directive... but that item can ONLY move them to a NEW map (versus area within the map), if it's part of the quest line AT that time.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
0
kellian11Member, Neverwinter Beta UsersPosts: 0Arc User
I don't think I'm explaining well. Let me try another approach.
Here's the way that the quest line is forced to work (you can see this from the Story tab):
Map transition. (Takes you from PE to your outdoor map)
Talk to Brian. (Do the quest dialogue from Story tab, NOT the guy's bubble on the map!)
Kill stuff in graveyard. (Yeah, that).
Find Mario. (Mario is at the entrance to the crypt, and Brian thought he had the key).
Map transition (Mario told you to go into the crypt, cause Joe has the key. Here you choose a "transition item" and it's the door you placed at the crypt entry--it now activates when they reach this point in the quest)
Find Joe. (Joe says the door isn't locked, go back to Brian)
Map transition. (Activates the door you placed in crypt map that takes player to outdoor map copy)
Now... here's where you can be tricksy. Beyond Joe, place an object. Let's say an orb. On the map editor, NOW is the time to do "dialogue" from the map editor (never do quest dialogue from there!). You have your orb say "the orb glitters and entrances you. You feel a need to find another orb just like it". I put at the top OOC, this is an optional side quest.
Beyond the orb, you would have an invisible wall. When the orb is read, the wall disappears (You set that from within the wall's bubble on the map--it has an option for "disappears when?" and you select dialogue prompt and pick the orb's dialogue).
That should get you started.
Breaching the Swarm NW-DUXUHQWNP
Pick your side, take a stand, save--or kill--your former allies.
Comments
I'm new to the foundry, but I have learned a few things that I hope will assist you.
First, populate your outdoor map with all the details you wish for it to have. If you want someone to go into the crypt, and come back out, do NOT, I repeat NOT put in any conversations or interactions on items YET in this outdoor area. Once it is populated the way that you desire, copy the map first.
Now, you have two maps of the same area, that look exactly alike. "How pointless!" you may say. No, indeed, my friend. You can't re-use the same map! So you must have a duplicate of it. Rename your duplicate, "After crypt".
Now you may populate your original map with speech and interactions. If necessary, go into map 2 and make the same items interactive... pain in the neck, but it prevents the "copy over" from making every. single. item. on the map interactive with one of the conversations or interactions. Yeah. I'm not kidding. 1 interaction left on map 1 = interaction on EVERYTHING for map 2 when you dupe it. (I could have cried at this point... 1200 items all saying the same thing... ).
Now, since you already placed your door (as non-interactive), you can use that door in your "map transition" (on Story tab) to enable them to go to the NEW map that you create for the crypt interior.
When they finish their quest inside the crypt interior, they go back to the outdoor map... which is forced to be outdoor map 2.
By the way! You can't do this (map transition from one map to another) in any way, shape, or form as an optional part of your quest. You can only have optional areas within the same map (so you could send them into the crypt and make an optional area within the crypt that is always there but can only be accessed by a certain event happening, like the right dialogue occurring).
Example from my own quest... you are forced to go from the outdoor map to the crypt. But once in the crypt, there is an optional NPC that you can speak with and fight, or you can ignore him. There is an invisible wall behind him. The invisible wall is triggered so that it only goes away when your dialogue with the guard says, "I'm passing you, anyway" and then his dialogue says, "None shall pass". He poofs, and the wall poofs. As soon as his dialogue "None shall pass" is triggered, an "encounter" version reskinned to look like him is to appear. The person fights the encounter and can go back into the optional area.
Please tell me if you need any clarification. This is something that you CAN do, but it's got limited application.
Pick your side, take a stand, save--or kill--your former allies.
As nimmanu said, if you want them then to go back to the old map, you have to add a dupe version of your old map.
1 - always make a copy of the interior map because I can't reference the same map twice, so there needs to be a 1.0 and 2.0 version of the EXACT same map
2 - I can place the door, go to story tab and in map transitions select the door from the drop down box and that will enable the transition.
Question - The map I'm using already has a default door by the entrance (though not selectable) so If I place another door there in the map transition area it looks off (I mean like a door that is totally out of place) and also isn't selectable for some reason to click on (I haven't made the interior map yet or a place for it to go once they click on it, just wanted to see if it was selectable).
* - edit got it working after creating the initial interior room (silly goose I am)
Clarification - This is the start of the story...this is the initial (1st time) going into the tomb. So I'm looking for that 1st initial transition into the interior map. The copy of the exterior I follow completely and can have that done when they leave...right now just trying to get them into it the first time.
Idea - It might be easier for me to have them talk to the NPC and just be teleported into the tomb, again not sure how to get that to happen. I would have thought making a selectable door to transition would have been an easier method...perhaps not :-)
To move from one map to another, it must ALWAYS be in the quest to do so.
Your quest is linear. A to B, to C, to D. Never A to D, never C to B. You have a single, linear quest line. To go from Map 1 to Map 2, it MUST be part of the quest to go to Map 2.
So what you do is make the person go to the crypt to ask Joe a question. "Hey Joe, how do I get the key to the city?"
While inside the crypt, make an optional area. Player can ask Joe the question and go on with the linear quest line, which is "return to the outdoor map" Once at the outdoor map, he has a new objective, "talk to brian". He carries on.
OR, he can stay inside the crypt and do your optional stuff... The whole time, he'll have the directive to return to the overland map.
The only way to transition maps is with an item. And it can ONLY be used to transition maps as part of the quest line--and at the right time in the quest line. Once on that map, however, you can add all the optional stuff you like.
You can't ever have them just talk to someone and be teleported. You can have them talk to someone, then click an item that just became interactive because it was triggered by the map transition quest directive... but that item can ONLY move them to a NEW map (versus area within the map), if it's part of the quest line AT that time.
Pick your side, take a stand, save--or kill--your former allies.
Here's the way that the quest line is forced to work (you can see this from the Story tab):
Map transition. (Takes you from PE to your outdoor map)
Talk to Brian. (Do the quest dialogue from Story tab, NOT the guy's bubble on the map!)
Kill stuff in graveyard. (Yeah, that).
Find Mario. (Mario is at the entrance to the crypt, and Brian thought he had the key).
Map transition (Mario told you to go into the crypt, cause Joe has the key. Here you choose a "transition item" and it's the door you placed at the crypt entry--it now activates when they reach this point in the quest)
Find Joe. (Joe says the door isn't locked, go back to Brian)
Map transition. (Activates the door you placed in crypt map that takes player to outdoor map copy)
Now... here's where you can be tricksy. Beyond Joe, place an object. Let's say an orb. On the map editor, NOW is the time to do "dialogue" from the map editor (never do quest dialogue from there!). You have your orb say "the orb glitters and entrances you. You feel a need to find another orb just like it". I put at the top OOC, this is an optional side quest.
Beyond the orb, you would have an invisible wall. When the orb is read, the wall disappears (You set that from within the wall's bubble on the map--it has an option for "disappears when?" and you select dialogue prompt and pick the orb's dialogue).
That should get you started.
Pick your side, take a stand, save--or kill--your former allies.