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Going solo on interior map?

Hi all,

I'm working on a foundry project, part of which takes place in the ready room. I want only the player's character and one NPC in the room but I can't seem to avoid an away team going along for the conversation!

Is there any way of making a transition to an interior or ground map without taking an away team with you? If not, can I make the rest of the team materialise elsewhere? (I wouldn't mind if they were on the bridge, for example).

Thanks in advance!
Post edited by turtlegerald83 on

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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited February 2014
    Hi all,

    I'm working on a foundry project, part of which takes place in the ready room. I want only the player's character and one NPC in the room but I can't seem to avoid an away team going along for the conversation!

    Is there any way of making a transition to an interior or ground map without taking an away team with you? If not, can I make the rest of the team materialise elsewhere? (I wouldn't mind if they were on the bridge, for example).

    Thanks in advance!

    I did it once by accident in "Relics." I had to rewrite the mission because the away team wasn't beaming down. I haven't been able to really replicate the trick, but it kind of works like this post publish:

    If you have a spawn point on top of something set to disappear, the boffs don't know how to path on it, so they port to another spot that will still be around at the end of the map.

    So, if even you can replicate it, you'll have to build a ready room up in the sky on a ground map.

    Probably easiest thing to do is spawn on the bridge, tell the players to leave their boffs on the bridge using a way point, and then proceed with the story.
    [SIGPIC][/SIGPIC]
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited February 2014
    Note that if the mission is ever played by more than one person the boffs that you beam down with will be replaced by player 2 (3,4,5)
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  • erei1erei1 Member Posts: 4,081 Arc User
    edited February 2014
    The best way to do that is to set up a map like that :
    Player and away team spawn on the spawn point (so far I can't avoid that). They are behind an invisible (or visible) wall. This wall prevent anyone to move to the next room. On the other side of this wall, a respawn point (need to be the closest possible).
    The player need to interact with something near the wall, it spawn invisibles walls, blocks, or anything that will stuck the character and his away team in a large area. It should not block the respawn point at all.
    When the player is stuck, he is teleported to the respawn point, while his away team will be teleported elsewhere. It's a security to prevent the player to become definitely stuck on a Foundry map.
    You can add a trigger point on the respawn point to despawn what you used to stuck the player, so he will never see the big block or anything you use. What he will see is just him interacting, and then being teleported.
    Obviously, the wall you use to separate the first room to the room with the respawn point must never disappear.

    It's not that difficult, but you may have to try it several time until you find the correct area to block. I think you need to leave an empty space being, so the BOFF are "bumped" behind what you use to stuck the player. But the area blocked need to be large enough so the player is teleported to the respawn, and not "bumped" with the BOFF.

    Then, it always work. I did it on one of my mission, and I never had problems so far.

    However, I don't know what happen if you have several players on the map.
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    There are also certain ways to "trick" the AIs that control Boffs into not following the player. But they're not reliable...

    Those walls with doors that open and close embedded in them work nicely here. Boffs treat them as solid walls, IIRC.

    Then there's some tricks with triggers. Boffs treat any object that wasn't on the map when it first loaded as if it wasn't there and will try(but fail, most of the time) to walk through it.
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