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Couple of noob questions

luqas99luqas99 Member Posts: 17 Arc User
1) can we set timers during foundry missions with results/routing depending on whether the right actions are done in time?

2) is it possible for some dialogue routing to be locked out depending on previous actions or dialogue routing choices? So for instance choosing "My character is human" in dialogue at one point means you cannot later click "Establish Vulcan mind-meld with character X" as an option?

3) how often is the Foundry updated?
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Comments

  • bazagbazag Member Posts: 375 Arc User
    edited May 2014
    1.

    There are no proper timers but you can set two different mobs against each other and use "Component Complete" to trigger appearance or disappearance of assets based on when one of the mobs dies. It isn't an exact thing but it's better than nothing.

    2.

    There are currently two requirements for such dialogue to occur.

    i. The dialogue that establishes something and then uses it ie human preventing Vulcan mind meld has to be on the same map.

    ii. Both dialogues have to be "map" dialogues that are counted as objects that can be triggered. Objective complete and Objective in Progress triggers are unfortunately not available but you can use component complete for interact with objects and kill objectives and component reached for reach location objectives.

    In your specific case... You'd have an option that identifies self as a Vulcan in the first one and then in the second dialogue use "Dialog Prompt Reached" trigger to set the "Mind Meld" button to appear. Setting the prompt to be the prompt after you identify as vulcan.

    3.

    The foundry is updated relatively rarely for an MMO any new features that are added will be added when new seasons or expansions launch but new costumes and assets can be added at any time but usually aren't announced.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited May 2014
    bazag wrote: »
    ii. Both dialogues have to be "map" dialogues that are counted as objects that can be triggered. Objective complete and Objective in Progress triggers are unfortunately not available but you can use component complete for interact with objects and kill objectives and component reached for reach location objectives.

    This is no longer true. Map Dialog, Dialog with Contact (an objective) and default dialog (a persistent dialog option in an objects properties) all can be used to set off the Dialog Prompt Reached trigger.

    Also keep in mind that in addition to triggering a map dialog, you can turn dialog choices inside any dialog tree on and off. While map dialogs as a whole can't be triggered by objectives, the choice triggers should be unrestricted.

    These trigger options actually represent some powerful tools and represent one of those instances of a feature showing up unannounced.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited May 2014
    luqas99 wrote: »
    3) how often is the Foundry updated?
    Pretty much never. We do get new maps, costume and assets from time to time, but we barely never have any new feature, and it's always minor.
    Most of the work we have on the foundry is done during some devs free time, which is really nice, but it's limited.

    We have been promised features years ago that were never added. Until a few months back, we used to have a 3years old sticky announcing "soon in the foundry" with stuff that were never added.
    Most of it was added in NWN foundry, while STO foundry was used as the beta for it. They said we would have NWN features back in STO, but we are still waiting.
    [SIGPIC][/SIGPIC]
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