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Area-wide map transitions

tilt42tilt42 Member Posts: 0 Arc User
edited May 2013 in The Foundry
In the quest I'm currently working on, at one point the screen will go black and the player is supposed to hit F to go to the next map, no matter where he is. That was the theory, and while the Foundry seems to support this just fine by not attaching the map transition to an object, it creates a warning that prevents the quest from publishing. Frustrating!

I assume some of you have already tried something similar and solved this problem. Does anyone know a best method for dealing with this kind of problem?
Post edited by tilt42 on

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  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    In the quest I'm currently working on, at one point the screen will go black and the player is supposed to hit F to go to the next map, no matter where he is. That was the theory, and while the Foundry seems to support this just fine by not attaching the map transition to an object, it creates a warning that prevents the quest from publishing. Frustrating!
    Sounds like the Foundry doesn't actually support it just fine.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Well it does, but it pretends not to. ;) It works perfectly in Foundry Preview. It's the warning that's holding this back, not the functionality itself.
  • visigoth18visigoth18 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 371 Bounty Hunter
    edited May 2013
    that's strange, I had this happen to me "and I dint mean for it". once I figured out I forgot to link an item to map transfer it stopped, but I had no problems publishing with it not linked "that's what surprised me in the first place". but it wasn't in the middle of my quest, it was literally the map transition after you got your reward from the [treasure chest], you know to go back to the real word :]

    p.s. but I have noticed some changes since the patch this morning. like you cant put (Training, Tactics...etc) in your title. so I'm sure they changed more things
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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    You probably had that map transitions as the final step of your quest. That's supported. It's when you're moving to one of your own maps that it's not, for some reason. It works perfectly in Foundry Preview even though the warning is there, so it's just the warning that is the problem. I'm mostly wondering if someone has a clever workaround.
  • gemstrikegemstrike Member Posts: 127 Arc User
    edited May 2013
    How flexible is the map in terms of where the player can be when the transition is triggered? If it's not too flexible, you could place several of the invisible interactive spheres. Doesn't matter if the player is inside or outside, they still work. Just did a very fast test run and it worked fine.

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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I could do some clumsy things to move the player to a certain spot, I suppose. Still, this will completely mess things up if there's more than one player... not that I support more than one player, but people play that way anyway.
  • gemstrikegemstrike Member Posts: 127 Arc User
    edited May 2013
    How much detail budget do you have left? Would it be possible to blanket the area in invisible clickies? They have a cost of 1, so they're not too expensive.

    Foundry Author! Check out @gemstrike to see my quests :)
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  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I have tons and tons of detail budget yet. I'm very minimalistic with how I build things. :) Still, there can be only one area transition object, can't there? A ton of clickies will just be a ton of clickies that do nothing, AFAIK?
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    Can't you use the giant fade-to-black object and use that as the thing they have to click for the transition? I thought I'd read about people doing essentially that for fade-to-black cutscenes where they changed around scenery, etc. They made that thing interactable in those cases but it should work as a transition component target too. Just tossing ideas, I've never used it...
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    If you do that, the object will always be visible. You can't set transition objects to appear late in a map.
  • zer033zer033 Member Posts: 10 Arc User
    edited May 2013
    I have a similar question (and can't post threads yet). I am trying to make a sort of hub map that links 4 other maps together. I would like the player to be able to go to any of these in any order they choose. They also have to go back to the hub to get to the next area each time. I don't see a way to just put a zone to new map spot without making a quest line, also since they have to return to the hub each time I don't see a way to have that happen either since it doesn't allow you to have the same map twice on map transition page. When I try to duplicate the hub map and put it again on the transition page it crashes when I try to duplicate the map. So I can't do a go anywhere you want setup and I can't do a chain of maps either because it won't allow me to go back to the same map the player has already been in.

    I mean the way to do it would be to simply duplicate my hub map a few times and make the quest chain keep going back to there, but the duplicate map function is broken. Does the duplicate map function work for anyone else?
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    That isn't a similar question. It's a thread hijack, which is against the forum rules. Please don't do that.
  • zer033zer033 Member Posts: 10 Arc User
    edited May 2013
    Sorry, just I've been registered since game came out and still can't post, kinda lame.
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    In the quest I'm currently working on, at one point the screen will go black and the player is supposed to hit F to go to the next map, no matter where he is. That was the theory, and while the Foundry seems to support this just fine by not attaching the map transition to an object, it creates a warning that prevents the quest from publishing. Frustrating!

    I assume some of you have already tried something similar and solved this problem. Does anyone know a best method for dealing with this kind of problem?

    Hey Tilt,

    I am not sure of a way to fix that. Unless you are using a giant fade to black item that you could make the map transition piece. Maybe if it surrounds the player they will be able to click on it. You could also use an invisible clicky, but it will be hard to put it in the right spot.

    In my ch.3 I used a bed as a map transition since the player is going to sleep. Not quite the same thing, but effective in transitioning maps with out actually transitioning maps. (as far as the player can tell)
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    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2013
    I'm not entirely seeing the goal as described in the OP - as in the mechanics of what you've accomplished so far (how is your current system set-up?) ...but from what I (very hazy) understand...

    Obviously all storyboard goals are completed... the idea is to allow player to move to next map while standing anywhere in a large room or area, correct? If I am understanding correctly - what if you lat the largest possible invisible wall down flat on the ground in the area the player is expected to be? If the "entire floor" is set to be the activated "next map" object - it should immediately be intractable as long as the player is standing on it. Right?

    I apologize if this is way off based from what you;re trying to do. The OP doesn't doesn't explain enough detail to paint a clear picture for me.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Yes, that is a reasonable suggestion, but it has one fatal flaw: The map where this is taking place is outdoors and very hilly. I have closed off, with invisible walls, a reasonably small area where this can happen, but this area is still very uneven. An invisible wall as a floor doesn't work.

    It's frustrating to see that the functionality for this already exists in the Foundry, but that a warning system put in place to protect us from making mistakes is "protecting" from pulling off a cool trick. Hmph. I guess I'll have to think of some kind of workaround. Maybe a little rewrite of this part of the story.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2013
    tilt42 wrote: »
    Yes, that is a reasonable suggestion, but it has one fatal flaw: The map where this is taking place is outdoors and very hilly. I have closed off, with invisible walls, a reasonably small area where this can happen, but this area is still very uneven. An invisible wall as a floor doesn't work.

    It's frustrating to see that the functionality for this already exists in the Foundry, but that a warning system put in place to protect us from making mistakes is "protecting" from pulling off a cool trick. Hmph. I guess I'll have to think of some kind of workaround. Maybe a little rewrite of this part of the story.

    Ah yes - outdoors uneven ground could make that infeasible (unless it's even enough that you can raise the plane off the ground to waist height or something.) My last resort workaround always works flawlessly: rewrite. :)
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    And bam! Suddenly I have an idea that should work suitably. It's not quite as dramatic as what I originally had in mind, but it'll do.
  • zer033zer033 Member Posts: 10 Arc User
    edited May 2013
    You can use multiple invisible walls together rotated around to cover hilly ground.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Only one object can be set as an area transition trigger, unless I'm entirely mistaken.
  • waeolwenwaeolwen Member Posts: 59 Arc User
    edited May 2013
    You could try one of large "blank" FX objects. Hanging Dust 01, for example, is 200x200x200 in size and basically invisible.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    waeolwen wrote: »
    You could try one of large "blank" FX objects. Hanging Dust 01, for example, is 200x200x200 in size and basically invisible.

    IT WORKS! Yes! Just did a quick test of this, and it worked exactly like I wanted it to, and 200x200x200 covers the entire area too.

    Thank you! I could kiss you, but I don't think you'd appreciate it. ;)

    This specific effect is doubly effective since I've already got the snowfall effect on this map. You can't tell what's snow and what's dust.
  • waeolwenwaeolwen Member Posts: 59 Arc User
    edited May 2013
    Haha, glad it worked!

    I hope to use a similar effect in one of my quests that I am working on now, so good to know that it does work! :D
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