I am currently making a story version to my combat mission breaking lines. I have notice on some foundry mission they have been able to set up moving to different systems. I have tried to set this up and well failed. Can someone please how this is done or direct me to a thread about how this is set up
By "move" do you mean making a transition from one map to the other where the player has to confirm going to the map and then waiting for the new map to load? Or are you looking for a transition that happens as if the player is being transported to a new place with no map loading?
If it's the latter, it can be done, but it requires a lot of work and compromise to pull off. And you won't exactly end up with ESD or DS9 when you are through. Essentially you build the first map and then build the second map inside or around the first. The second map's elements are all in a hidden state when you enter the map. To make the transition, you hide all the elements of the first location and show all the elements of the second.
One of the maps can be completely prefab with the other custom-built inside of it, but that forces the custom-built map to follow the structure of the outer map. In that case, you only hide or show the parts that belong to the custom map.
Note that the STOL engine that maps out safe travel paths for your NPCs and BOFFs through your maps doesn't always cope well with doing this. This can cause BOFFs and NPCs to be stuck in floors and walls.
Also note that both versions of the map share the same background and lighting attributes -- there's currently no way to trigger changes to those things.
It's a very cool effect when you can pull it off, but there are a lot of restrictions and considerations that go into doing it.
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If it's the latter, it can be done, but it requires a lot of work and compromise to pull off. And you won't exactly end up with ESD or DS9 when you are through. Essentially you build the first map and then build the second map inside or around the first. The second map's elements are all in a hidden state when you enter the map. To make the transition, you hide all the elements of the first location and show all the elements of the second.
One of the maps can be completely prefab with the other custom-built inside of it, but that forces the custom-built map to follow the structure of the outer map. In that case, you only hide or show the parts that belong to the custom map.
Note that the STOL engine that maps out safe travel paths for your NPCs and BOFFs through your maps doesn't always cope well with doing this. This can cause BOFFs and NPCs to be stuck in floors and walls.
Also note that both versions of the map share the same background and lighting attributes -- there's currently no way to trigger changes to those things.
It's a very cool effect when you can pull it off, but there are a lot of restrictions and considerations that go into doing it.