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Broken Map Transition

ethoirethoir Member Posts: 122 Arc User
What is basically happening is a map transition isn't triggering properly on one of my maps.

The player, after completing the prior objectives, is supposed to approach a Nav Beacon to trigger a warp-out dialog then actually warp out. What happens instead is one dialog would appear but the map transition would not trigger once the popup was closed.

I've been toying with it for months trying to figure out why it wasn't working. I've even asked another author for help and tried changing the map change from a beacon to an interact with object trigger. Nothing seems to have worked and yet my other map change triggers in the mission work just fine.

I can't tell right now if this is due to a bug or just something I'm TRIBBLE up within the editor. But its been such a thorn in my side for this long that I'm out of ideas on what to do with that one. Freaking. Map Change.

The mission name is Caitian Emergency with a Project ID of ST-HGXFTOZL6.

It is not published, as I have more work to to on its later maps. I'm just pointing out this busted map change trigger in the first space map that's giving me such a hard time fixing it.

Side Note: BOFF pathing for the map name "Deck 12" is acting loopy. My boffs like to walk into the walls at some locations as if the AI thinks there's no wall there (but there is and they get stuck against said wall).
Post edited by baddmoonrizin on

Comments

  • kirksplatkirksplat Member Posts: 0 Arc User
    edited October 2012
    ethoir wrote: »
    What is basically happening is a map transition isn't triggering properly on one of my maps.

    The player, after completing the prior objectives, is supposed to approach a Nav Beacon to trigger a warp-out dialog then actually warp out. What happens instead is one dialog would appear but the map transition would not trigger once the popup was closed.

    I've been toying with it for months trying to figure out why it wasn't working. I've even asked another author for help and tried changing the map change from a beacon to an interact with object trigger. Nothing seems to have worked and yet my other map change triggers in the mission work just fine.

    I can't tell right now if this is due to a bug or just something I'm TRIBBLE up within the editor. But its been such a thorn in my side for this long that I'm out of ideas on what to do with that one. Freaking. Map Change.

    The mission name is Caitian Emergency with a Project ID of ST-HGXFTOZL6.

    It is not published, as I have more work to to on its later maps. I'm just pointing out this busted map change trigger in the first space map that's giving me such a hard time fixing it.

    Side Note: BOFF pathing for the map name "Deck 12" is acting loopy. My boffs like to walk into the walls at some locations as if the AI thinks there's no wall there (but there is and they get stuck against said wall).

    Do you have an objective in the storyboard that happens on the next map, after the map transition?
    [SIGPIC][/SIGPIC]
  • ethoirethoir Member Posts: 122 Arc User
    edited October 2012
    An objective on map 2? Yeah. There's a blockade you need to smash. And once you do that you get another map transition.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
    ethoir wrote: »
    An objective on map 2? Yeah. There's a blockade you need to smash. And once you do that you get another map transition.

    Are the enemies on map 2 also included as a "kill enemies" objective on the storyboard, meaning that it's not just mobs on a map?

    Any chance you could post some screenshots of your storyboard?
    [SIGPIC][/SIGPIC]
  • ethoirethoir Member Posts: 122 Arc User
    edited November 2012
    The mobs on Map 2 are separate. Or should be. I will check that soon. The "self defense" objective for Map 1 involves only 3 squads. After they are cleared out the mission progresses to "move out" in which you have to reach the warp out point. That part is normal with the exception that it fails to actually trigger the map transition dialog.

    Storyboard screenshots to follow in an edit to this post.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
    ethoir wrote: »
    The mobs on Map 2 are separate. Or should be. I will check that soon. The "self defense" objective for Map 1 involves only 3 squads. After they are cleared out the mission progresses to "move out" in which you have to reach the warp out point. That part is normal with the exception that it fails to actually trigger the map transition dialog.

    Storyboard screenshots to follow in an edit to this post.

    If there is nothing in the storyboard that occurs (as a mission objective on map 2) then the map transition box will not appear. You have to give the player something that they must do on the second map. Just putting enemies on the map will give them something to kill when you playtest the map, but it won't trigger a map transition unless there is a task in the storyboard.

    I hope that is a simple fix.
    [SIGPIC][/SIGPIC]
  • ethoirethoir Member Posts: 122 Arc User
    edited November 2012
    kirksplat wrote: »
    If there is nothing in the storyboard that occurs (as a mission objective on map 2) then the map transition box will not appear. You have to give the player something that they must do on the second map. Just putting enemies on the map will give them something to kill when you playtest the map, but it won't trigger a map transition unless there is a task in the storyboard.

    I hope that is a simple fix.

    Well I got the shots. Was caught up in some shuttle pvp for fun. But here we go. The "storyboard" from start to the busted map change.

    http://img.photobucket.com/albums/v125/markmccloud/Trek/Star%20Trek%20Online/Foundry/Storyboard01.jpg
    http://img.photobucket.com/albums/v125/markmccloud/Trek/Star%20Trek%20Online/Foundry/Storyboard02.jpg
    http://img.photobucket.com/albums/v125/markmccloud/Trek/Star%20Trek%20Online/Foundry/Storyboard03.jpg
    http://img.photobucket.com/albums/v125/markmccloud/Trek/Star%20Trek%20Online/Foundry/Storyboard04.jpg
    http://img.photobucket.com/albums/v125/markmccloud/Trek/Star%20Trek%20Online/Foundry/Storyboard05.jpg
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
  • kuwayuokuwayuo Member Posts: 0 Arc User
    edited November 2012
    ethoir wrote: »
    What is basically happening is a map transition isn't triggering properly on one of my maps.

    The player, after completing the prior objectives, is supposed to approach a Nav Beacon to trigger a warp-out dialog then actually warp out. What happens instead is one dialog would appear but the map transition would not trigger once the popup was closed.

    I've been toying with it for months trying to figure out why it wasn't working. I've even asked another author for help and tried changing the map change from a beacon to an interact with object trigger. Nothing seems to have worked and yet my other map change triggers in the mission work just fine.

    I can't tell right now if this is due to a bug or just something I'm TRIBBLE up within the editor. But its been such a thorn in my side for this long that I'm out of ideas on what to do with that one. Freaking. Map Change.

    The mission name is Caitian Emergency with a Project ID of ST-HGXFTOZL6.

    It is not published, as I have more work to to on its later maps. I'm just pointing out this busted map change trigger in the first space map that's giving me such a hard time fixing it.

    Side Note: BOFF pathing for the map name "Deck 12" is acting loopy. My boffs like to walk into the walls at some locations as if the AI thinks there's no wall there (but there is and they get stuck against said wall).
    map transition point is in correct to location i was make transtion from star fleet academy door but map transtion was esd which place no map change and not correct map of play
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