test content
What is the Arc Client?
Install Arc

Special Comm Frequency Optional Reinforcement

This is an issue with a new episode I'm writing. I'm trying to do what was seen in the Nagus Missions by having a character bring his ship in as reinforcement through hailing a special comm signal. For instance, the Comm Code is "Gamma-Delta-1-2-3". The player must write that down or remember the code. Later on, when approaching a battle situation, I want to allow the player to use the comm code to get reinforcements from the character at the other end of the Comm Code.

I've seen this done before, but I have no idea how to do it. Does anyone know how this is done?
Post edited by captainazzarano on

Comments

  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    This is an issue with a new episode I'm writing. I'm trying to do what was seen in the Nagus Missions by having a character bring his ship in as reinforcement through hailing a special comm signal. For instance, the Comm Code is "Gamma-Delta-1-2-3". The player must write that down or remember the code. Later on, when approaching a battle situation, I want to allow the player to use the comm code to get reinforcements from the character at the other end of the Comm Code.

    I've seen this done before, but I have no idea how to do it. Does anyone know how this is done?

    What you need to do is place Starfleet ship group (for Feds, Klingon for KDF) and then under the stats, have it spawn "when dialogue prompt reached." Then create a standalone popup dialogue (a dialogue on the story tab itself can't count) that has branches for the different number combinations but when a person reaches Gamma-Delta-1-2-3's dialogue prompt, that's the prompt which triggers the Starfleet ship group to spawn.
  • startrek1warsstartrek1wars Member Posts: 0 Arc User
    edited September 2012
    Cool.(I didn't start this conversation, but . . .) thanks!
  • captainazzaranocaptainazzarano Member Posts: 60 Arc User
    edited September 2012
    What you need to do is place Starfleet ship group (for Feds, Klingon for KDF) and then under the stats, have it spawn "when dialogue prompt reached." Then create a standalone popup dialogue (a dialogue on the story tab itself can't count) that has branches for the different number combinations but when a person reaches Gamma-Delta-1-2-3's dialogue prompt, that's the prompt which triggers the Starfleet ship group to spawn.

    Thank you for your help! Very much appreciated, fellow founder!
  • nagoraknagorak Member Posts: 882 Arc User
    edited September 2012
    Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    nagorak wrote: »
    Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.

    Unless you use narrow strings of numbers. (Ie, 2, 3, or 4 -- not 1-10.)
  • captainazzaranocaptainazzarano Member Posts: 60 Arc User
    edited September 2012
    nagorak wrote: »
    Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.

    Actually, they changed the way you can do that in the foundry! I don't know if you guys checked it out, but you can move the arrowheads to create an easier way to branch dialogue.

    I don't know if you knew already, but it's a hell of a lot better than creating 100 text boxes. I'm content with doing the work, I just don't want to do extra work.
Sign In or Register to comment.