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Requested Assets: Foundry

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  • kiloacekiloace Member Posts: 488 Arc User
    edited December 2013
    I don't know if I've already said any of these, but...

    * Tier 1-5 Refit Ship Costumes (as of now, the only one I think we have is the Tier 2 Escort.)
    * All new ground costumes for characters.
    * All new starships, including multi-faction and lockbox vessels.
    * Customizable warp out animation (transwarp, etc.).


    * Customizable, Fixed NPC Group spawns (not autoscaling).
    * Friendly/Neutral/Enemy adjustable tab for individual NPC groups instead of having to use costume reskins.
    * Editable "Interact" button for default prompts on NPC Contacts.

    *Fully customizable interior maps
    *The ability to merge a selection of objects into a single object (for example, I recently built a Klingon Starbase out of many different objects in the foundry. It would be cool if we could merge that construction into an object of its own, similar to costumes.)
    *Truly INVISIBLE objects (no visible name, nothing. Like a usable invisible wall.)
  • djxprimedjxprime Member Posts: 522 Arc User
    edited December 2013
    The Voth Fortress map from The Breach. I'd like to be able to recreate scenes from that instance and make it a part of a narrative.
    Kkerp5u.jpg?1

    "No matter where you go...there you are."
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited December 2013
    Starfleet command
  • kortaagkortaag Member Posts: 525
    edited January 2014
    I know everybody wants maps and more object oriented assets but can I stake the case that's been made before in regards to object placement and management while in-map? I think the greatest asset to the foundry is probably an in-map tool that lets you lower/heighten or physically drag items into the map. Even if we don't get a single new object asset, that alone would mean a world of wonder for completing projects.

    Also a float up/fly command to view objects from different perspectives would also mean we could help eliminate unsightly placement and texture fighting issues.


    Last the map editor organization is highly limiting. There's no way for us to create layers we can auto-pop onto the map. A layer system will help us lock groups of objects into a y axis we could use for quick fixes or editing. As it is now, every time you place an object onto the map they will overlap other objects making it extremely difficult to keep track of visually should they encompass other objects.


    Those three major things alone would greatly improve the foundry all together.
    May good management be with you.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited January 2014
    tl;dr version: Beam FX and Fire extinguisher interact animation

    Full version:

    I decided to dust off one of my languishing projects last night... and ended up giving up again out of sheer frustration.

    Main reason? Entirely too dang difficult and non-intuitive to make it look like my injured crewmen were being beamed to sickbay instead of fading out like ghosts. You can't set two different animations on the same actor, and so you can't beam out somebody who's lying down.

    Can we have a set of Beam FX that we can trigger off both components and objectives?

    I tried using 'ghost' objects under the floor and beaming those out when the crewmen disappeared, but it was unreliable when I playtested it in the editor. Not to mention it still didn't look right.

    No, let me beam out whatever I want, whenever I want, without fiddling with animations. Give me an FX I can make visible and invisible and trigger off the thing I'm making disappear (or appear). Might as well give us the Starfleet, Klingon, and Romulan versions.

    That, or let us set an animation that plays one time when the object becomes visible, and another animation that plays one time when the object becomes invisible. But FX should be an easier thing to make happen.

    Beaming in and out is such a basic trope in this IP that it's astonishing why it's not easier to do.

    ###

    My second request? Can we please have a fire extinguisher animation? The closest thing I can get to put out a fire is to have them draw a pistol and wave it around. :P
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
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  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    Yes please on the beam out thing. We really need it.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • prierinprierin Member Posts: 7 Arc User
    edited January 2014
    Ok, I have searched and have gone through multiple tutorials, but most of the information I can seem to find is built upon a previous version of the Foundry. I will make this question short and sweet: What is the easiest way to disable (not destroy) an enemy NPC ship?

    My goal is simple: Objective #1 is complete, Romulan Warbird uncloaks and attacks. Part of the storyline is there is a hostage aboard that ship so your goal is to DISABLE the ship, beam aboard and rescue the hostage. Obviously, destroying the Warbird would ruin the point of the objective.

    Is there a trigger we can use to, say, flip the enemy to a friendly when their hull reaches a certain percentage (say 30%)? As it is now, all of the information I can find tell me that we have to destroy the enemy ship and have a new identical ship appear immediately after the objective is met. However, I don?t know where the enemy ship will be destroyed at? it would make no sense, for example, to have a player kill a ship then have to for whatever reason fly back 25K + just to reach the disabled version to continue the story.

    HALP! It took me forever just to figure out how to have a friendly NPC ship warp out after a popup dialogue had been completed. I find it completely cumbersome to have to set up two identical ships, have one become invisible at the beginning of the mission and the other visible so you can ?swap? them? there has to be a better/easier way, right? RIGHT?! :eek:
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2014
    prierin wrote: »
    Ok, I have searched and have gone through multiple tutorials, but most of the information I can seem to find is built upon a previous version of the Foundry. I will make this question short and sweet: What is the easiest way to disable (not destroy) an enemy NPC ship?

    My goal is simple: Objective #1 is complete, Romulan Warbird uncloaks and attacks. Part of the storyline is there is a hostage aboard that ship so your goal is to DISABLE the ship, beam aboard and rescue the hostage. Obviously, destroying the Warbird would ruin the point of the objective.

    Is there a trigger we can use to, say, flip the enemy to a friendly when their hull reaches a certain percentage (say 30%)? As it is now, all of the information I can find tell me that we have to destroy the enemy ship and have a new identical ship appear immediately after the objective is met. However, I don?t know where the enemy ship will be destroyed at? it would make no sense, for example, to have a player kill a ship then have to for whatever reason fly back 25K + just to reach the disabled version to continue the story.

    HALP! It took me forever just to figure out how to have a friendly NPC ship warp out after a popup dialogue had been completed. I find it completely cumbersome to have to set up two identical ships, have one become invisible at the beginning of the mission and the other visible so you can ?swap? them? there has to be a better/easier way, right? RIGHT?! :eek:

    Once a enemy starts firing, it doesn't stop until it explodes. You might try doing something like 1. Don't put the enemy as part of a kill enemies objective 2. Have the player do something in battle like reach a marker or complete a popup that happens when the ship appears and starts firing, and 3. Set the ship to disappear using triggers

    Set a new non-hostile npc to replace the one that disappeared.

    By the way, instant answers to your foundry questions here. Just enter as a guest.
    [SIGPIC][/SIGPIC]
  • prierinprierin Member Posts: 7 Arc User
    edited January 2014
    kirksplat wrote: »
    Once a enemy starts firing, it doesn't stop until it explodes. You might try doing something like 1. Don't put the enemy as part of a kill enemies objective 2. Have the player do something in battle like reach a marker or complete a popup that happens when the ship appears and starts firing, and 3. Set the ship to disappear using triggers

    Set a new non-hostile npc to replace the one that disappeared.

    By the way, instant answers to your foundry questions here. Just enter as a guest.


    Thanks for the response. It seems odd to me that this wouldn't be a feature in the Foundry.... I'll check the link you've added as well.

    Cheers
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • darktrader124darktrader124 Member Posts: 1 Arc User
    edited February 2014
    Hello guys,

    after using the Foundry for a while and heaving read multiple threads what the Foundry can or cannot do I have a small suggestion (connected to an amount of work for Cryptic :cool: ).

    Some of you (well... including myself) complain about having not the right Beam-FX or aren't able to use multiple Animations on one NPC.

    What is, if Cryptic would change the "State"-Chart for NPC and so in the way I suggest with the picture below?

    17230554ol.jpg

    If this tab looks like my suggestion, all users are able to define a row of animations the NPC will do. Additionally it is much easier to implement FX for entering and leaving a room/sector.

    What do you say?
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited February 2014
    Hello guys,

    after using the Foundry for a while and heaving read multiple threads what the Foundry can or cannot do I have a small suggestion (connected to an amount of work for Cryptic :cool: ).

    Some of you (well... including myself) complain about having not the right Beam-FX or aren't able to use multiple Animations on one NPC.

    What is, if Cryptic would change the "State"-Chart for NPC and so in the way I suggest with the picture below?

    17230554ol.jpg

    If this tab looks like my suggestion, all users are able to define a row of animations the NPC will do. Additionally it is much easier to implement FX for entering and leaving a room/sector.

    What do you say?

    Please oh please oh please! I would love to be able to use that!

    Another thing that'd be great is the ability to tie an NPC contact to an enemy so that the locations will match on transition, even if the enemy ends up away from the defined spawn point. This would allow for things such as non-lethal enemy defeats.


    As for props, there are a couple things I would love to see them make available.
    • Empty platforms and walkways from various factions, such as Federation, KDF, and Borg. Preferably without the support pillars, so that they can be used at higher elevations like in "The Cure Applied" and "Khitomer in Stasis".
    • "Console - Wall Panel 01" with different elements on the display. Red Alert warning, astrometrics chart, master systems display, directions map, viewscreen, etc.

    Additionally, I would also like to be able to use the consoles, chairs, and doors from the Origin bridge.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    Want! this!

    Sooo cool. :D lots of little ponds, and platforms, and while it has plants they aren't overpowering. Also, the plants are nearly totally absent from the center.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • prierinprierin Member Posts: 7 Arc User
    edited February 2014
    Probably has been asked but I will ask anyway as I don't really want to read through 25+ pages of posts to be sure...


    Can we PLEASE impliment a trigger on an NPC ship (or a simple radio button) where we can disable rather than destroy a ship? Perhaps set it so when the enemy's hull reaches <24% it instantly goes into a non-hostile mode with the disabled ship effects?

    As it is now, we have to destroy the ship and respawn a damaged one... :(
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited February 2014
    prierin wrote: »
    Probably has been asked but I will ask anyway as I don't really want to read through 25+ pages of posts to be sure...


    Can we PLEASE impliment a trigger on an NPC ship (or a simple radio button) where we can disable rather than destroy a ship? Perhaps set it so when the enemy's hull recahes <24% it instantly goe sinto a non-hostile mode with the disabled ship effects?

    As it is now, we have to destroy the ship and respawn a damaged one... :(

    This, please. I'm having to use the kludge he mentions in my current project.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • switchngcswitchngc Member Posts: 0 Arc User
    edited February 2014
    prierin wrote: »
    Probably has been asked but I will ask anyway as I don't really want to read through 25+ pages of posts to be sure...

    Same here... Especially since the thread started roughly 2 years ago


    Here is some of my list (for now) (also, I am currently limiting this to assets that currently exist in game, so it, theoretically, won't be a big deal to have them put in.)

    Ships:

    Functional Vesta (currently shows up as 6 red dots and a couple of blinking lights)
    Armitage (both as a functional carrier for NPC groups, and as a skin (add it to the Akira maybe) This applies to other Carriers too like the Romulan one)
    Dyson Science Destroyers (see the carrier comments above)

    Costumes:

    Mugato (you can have them as enemies, but not Contacts or Friendly NPCs, but you CAN have Undine Monsterdogs as friendly)
    More Costume Pieces (I want to have MACO NPCs, or Remans with ACTUAL Reman clothes, or be able to put bare feet + Risa shorts + Khan shirt on an NPC to make them look like a ragged bum) Please give us Existing Costume Pieces (including Helmets)
    Not sure this goes best here, but it is going anyway... Please give us more variety in pre-made costumes, or the ability to have more than 50 custom ones (and maybe the ability to edit enemy costumes that aren't one of the 3 factions, though that may fall into new tech instead of existing tech).

    Assets:

    New Romulus assets (that says it all... There are literally tons of things in the New Romulus Command and Embassy that I would love to be able to use
    Dyson Sphere assets (see above)
    Warp Cores and Singularities from Ship interiors
    Walls/Doors there are a lot of walls and doors that are used in Cryptic missions we don't have access to (I think Klingons are limited to one door) and several of the ones we do have do not look right when used together. For instance... (the only regular wall I have found that goes with the "Wall - Door ##" asset is "Wall - Generic Ship 03" and it doesn't really go with it, it is just the best of bad options)
    Detail pieces (again, that says it all... The walls of many areas are noticeably bare, there is only one painting (while I know several exist) and very few plants (again, I know many others exist).
    Computers/consoles/technology ... this is Star trek after all


    I'm sure I've missed a lot
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited February 2014
    solar_approach_by_chaos_sandwhich-d74kjft.png


    These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
  • prierinprierin Member Posts: 7 Arc User
    edited February 2014
    Also, if it's not too much trouble, more costume options for custom NPC contacts would be great. All I really want to do is have my bad guy wear as mask - even Kahn's visor and mask would be great! Being able to change the color of the costume would be a boon as well.

    In short, please give us complete character creation privledges for NPC contacts....
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • confedinblueconfedinblue Member Posts: 0 Arc User
    edited February 2014
    I don't know if this has been requested before, but I just thought I'd start a new mission, this time for KDF. The story I have in mind would be ideal to start at the Klingon Academy social zone--except the only Cryptic map I can specify for KDF is Bajor!

    Seriously?!!

    No Quo'nos or Klingon Academy? What's with that?

    So, I'd like to request the addition of at least a few more of the Cryptic social zones for KDF missions.

    In the meantime, I'll just start my mission somewhere else. It's not the end of the world, I can adjust. If the Klingon Academy gets added, I'll go back later and add it into this mission.
    [SIGPIC][/SIGPIC]
  • confedinblueconfedinblue Member Posts: 0 Arc User
    edited February 2014
    Nevermind--stupid me. Just found how to get the Klingon Academy up--by specifying a ground map as my first map.
    [SIGPIC][/SIGPIC]
  • rekurzionrekurzion Member Posts: 697 Arc User
    edited February 2014
    I would like to create a ready room/conference room, particularly one with a window view. I believe there was a mission with a ready room already or the ability to create one from scratch. Having the ability to create a window on one of the generic interiors would also work, but a window that actually views out into space rather than just glass on a wall.
  • wombat140wombat140 Member Posts: 971 Arc User
    edited February 2014
    A ready room or Captain's Quarters or both (can't remember) appears at the end of "Cloaked Loyalties". If you look at that, you might be able to work out what map they were using. There are also shipboard maps in "Black Boxes" and near the beginning of "Uprising: The Tempest" that might do nicely for a conference room, especially with a few extra props or bits of furniture added.
  • prierinprierin Member Posts: 7 Arc User
    edited March 2014
    All I want from the foundry is a mirror of dev options for mission creation.

    I would LOVE to be able to 1: use the player's portriat for first-person dialogue options, 2: have the system recognize whether the player is male or female, and 3: better control over beam in/out animations...


    Also, there seems to be a glitch with multi-levelled rooms. When attempting to place NPCs on a platform, etc. they either appear below it or, in my case, their feet can be seen hanging through the ceiling regardless of the “Y” position I try to enter.

    (And the ability to DISABLE an enemy ship!)
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • wombat140wombat140 Member Posts: 971 Arc User
    edited March 2014
    Agree with all of these. You can usually write around the male/female thing, but sometimes it would just be really useful. RuneSword, a (single-player) game I wrote a couple of adventures for, had a good simple system for that, where you just had to include the codes [CreatureNow.PronounHeShe], [CreatureNow.PronounHimHer] or [CreatureNow.PronounHisHer] in the dialogue, and it would display as the appropriate one depending who CreatureNow happened to be, much like the <Rank> and <Name> tags in the Foundry. You could make that even more flexible by instead doing it so that the writer typed their own two options in place of "HeShe", so, for instance, you could type, "This <Gender|man|woman> is a liar!" and in play the NPC would shout the first option for a male captain and the second for a female.

    Hadn't noticed the dangling feet glitch, that's funny :)
  • prierinprierin Member Posts: 7 Arc User
    edited March 2014
    wombat140 wrote: »
    Agree with all of these. You can usually write around the male/female thing, but sometimes it would just be really useful. RuneSword, a (single-player) game I wrote a couple of adventures for, had a good simple system for that, where you just had to include the codes [CreatureNow.PronounHeShe], [CreatureNow.PronounHimHer] or [CreatureNow.PronounHisHer] in the dialogue, and it would display as the appropriate one depending who CreatureNow happened to be, much like the <Rank> and <Name> tags in the Foundry. You could make that even more flexible by instead doing it so that the writer typed their own two options in place of "HeShe", so, for instance, you could type, "This <Gender|man|woman> is a liar!" and in play the NPC would shout the first option for a male captain and the second for a female.

    Hadn't noticed the dangling feet glitch, that's funny :)


    Heh - not funny when you play through the map and all seems fine... but when you publish it players can't complete the mission due to the glitch! LOL

    Anyway, just thought of one more thing I'd like to see... career-specific dialogue options.

    As it is now I have to create three separate dialogue trees (tactical, science, operations). Granted, a player will, 9 times out of 10, select the appropriate option for their character but I would very much like to have non-applicable options greyed out. i.e. a Science officer can’t access a Tactical Officer’s option.

    I know this is a minor thing but it’s the little things that bug me…. What can I say? I’m pedantic like that.
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • wombat140wombat140 Member Posts: 971 Arc User
    edited March 2014
    That one (or something like it) exists in Cryptic's own mission-writing system, so it wouldn't be entirely new code - one of the Spectres missions (the Bonnie-kin one, I've forgotten its name) has different optional objectives appear depending on your character's career, so a Science captain gets an optional objective to track down the beam that's triggering the plasma traps and block it, and Tactical or Engineers get something else instead.
  • prierinprierin Member Posts: 7 Arc User
    edited March 2014
    A thought that occurred to me that I think would be REALLY helpful is the ability to move objects with a 'click and drag' system while playing through your maps. Mostly because the editor has an issue with placing interactive objects on multi-levelled maps (balconies, tables, raised platforms, etc.)

    As an example, in my foundry mission I have a table upon which i waned to place bottles, glasses, etc. When I did and went into the map. they were hovering 4 feet above the surface of the table! I went in and verified the Y position as 0, changed one of the objects to -2 and went back in to the map... it was fine. Went BACK into the editor, changed them all, BACK into the map... some still hovered over the table and no matter what I could not adjust them.

    How much easier would it have been if I could click on this object from the map and simply drag it to the position I wanted? Not to mention how much time I could have saved?

    So, yeah.. if this is at all possible, I would be VERY happy to see it in the Foundry!

    Cheers
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited March 2014
    The rest of the Romulan uniforms, please.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • prierinprierin Member Posts: 7 Arc User
    edited March 2014
    starswordc wrote: »
    The rest of the Romulan uniforms, please.


    Not to mention better free ship customizations for Roms n Klinks... we get so few and Starfleet gets so many...
    [SIGPIC][/SIGPIC]
    You will forever be missed and never forgotten.
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited March 2014
    Dyson Joint Command map, and access to systems in Tau Dewa as mission doors. I had an idea to start my latest project at the DJC but I had to change it to having the expedition use Starbase 114 (the Celes System) as a staging area.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited March 2014
    New Borg maps from tribble please.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
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