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malc37malc37 Member Posts: 36 Arc User
Hello. So as it goes, I am remaking my first mission to be more story than before. However I need some help. I want to set up different paths regarding on the decisions you make, but I can't seem to able to set different objectives without it saying complete all. Can anyone please advise, if it's possible and how
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  • adverberoadverbero Member Posts: 2,045 Arc User
    edited February 2014
    Unfortunatly theres no way of creating branching objectives in the story board#

    But you can try placing your interactions on the map directly, and using optional dialogue triggers to have optional paths

    I'm sure theres other authors who can explain it better than I can, but there are definitely work arounds to the story board limitations
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited February 2014
    Anything that occurs on the storyboard has to be completed. However you can leave an objective vague, such as "Resolve the situation" or "Choose which path to take." Then you can have a series of triggers, i.e. A activates B which activates C which opens the door that leads to the objective's interact.

    Some times I will only have the general goals such as "Shut down the generator at the other end of the map" and everything that happens on the way to the generator is done through triggers and map dialogs.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited February 2014
    You can also carry choices across to the next map by asking the player what choice they made.

    Here's a specific example: Do as Greendragoon suggests and have one objective at the end of Map A. Along the way you can have map dialogue (the chat bubble you click and drag onto the map) that tells the player they can either interact with a console or not, it's their choice. You have the console sitting there and put another map dialogue on the map, in the states tab, set it to appear on "component complete" on that console. The dialogue tells the player of whatever consequences they may face by interacting with the console. The player continues on until they reach that objective at the end of the map.

    On Map B, put a map dialogue on at the beginning that asks the player whether they interacted with the console or not with simple yes or no branching choices. Put some NPC enemies on the map and in the states tab, set them to spawn on "Dialogue Prompt Reached" and choose a dialogue window in the "yes" branch of that map dialogue. Put a friendly NPC group on the map and set them to spawn on "Dialogue Prompt Reached" for one of the windows in the "no" branch.

    And presto, you have created a situation where player can choose to make enemies or friends with the NPCs across two maps.

    To see this in practice, play my Fed mission "Over There"
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  • malc37malc37 Member Posts: 36 Arc User
    edited February 2014
    Many thanks, will have fun trying this out.
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