I'm back! I left the Foundry for awhile, mostly due to frustration around the limits, and I'm pleasantly surprised by the new additions.
I do have two questions to ask... One, I'm doing a mission that revolves around a Treaty, where delegates are seated. Unfortunately, my workaround attempt to have the story continue whilst the PC was sitting by using a micro-Place Marker on the seat cushion didn't work. Does anyone know another work around for this?
Two, I want to make Jefferies Tubes. Anyone know which assets will work well? Anyone have an idea as far as crouching and Y values for floor and ceiling for crouch?
So far, Cryptic haven't been able to make a decent Jefries Tube, really. (Witness: the maze in Temporal Ambassador).
As for iterating the conversation, if you have an invisible, unused part of the map, you can create a crude timer by having a captain level (or two) allied squad kill an ensign-level enemy squad, though it's not extremely reliable about the timing.
I'm back! I left the Foundry for awhile, mostly due to frustration around the limits, and I'm pleasantly surprised by the new additions.
I do have two questions to ask... One, I'm doing a mission that revolves around a Treaty, where delegates are seated. Unfortunately, my workaround attempt to have the story continue whilst the PC was sitting by using a micro-Place Marker on the seat cushion didn't work. Does anyone know another work around for this?
Two, I want to make Jefferies Tubes. Anyone know which assets will work well? Anyone have an idea as far as crouching and Y values for floor and ceiling for crouch?
1. Make the marker bigger?
2. You'll need enough height for the player character to walk down said W-tube.
I'm back! I left the Foundry for awhile, mostly due to frustration around the limits, and I'm pleasantly surprised by the new additions.
I do have two questions to ask... One, I'm doing a mission that revolves around a Treaty, where delegates are seated. Unfortunately, my workaround attempt to have the story continue whilst the PC was sitting by using a micro-Place Marker on the seat cushion didn't work. Does anyone know another work around for this?
I experimented with this a bunch when we first got sittable chairs. So, you can set up a reach marker to trigger when you sit down, (you have to place the reach marker in front of the chair, not on it.) However while sitting, all interactions and dialogs are suppressed, so there isn't a way to really take advantage of this.
Two, I want to make Jefferies Tubes. Anyone know which assets will work well? Anyone have an idea as far as crouching and Y values for floor and ceiling for crouch?
I made a Jefferies tube for my mission In the Shadow of MIDAS, Part 2. You of course can't make them crawl, but it still looks cool.
I made a Jefferies tube for my mission In the Shadow of MIDAS, Part 2. You of course can't make them crawl, but it still looks cool.
Which assets did you use, because that looks amazing. Although the Tubes play an important part in my Act III, they are only truly a slight framing. Some of those assets look very unfamiliar.
Oh and BTW- I'm a big fan of your work. Your Romulus map made me feel like I was there.
Which assets did you use, because that looks amazing. Although the Tubes play an important part in my Act III, they are only truly a slight framing. Some of those assets look very unfamiliar.
I'm doing a mission that revolves around a Treaty, where delegates are seated. Unfortunately, my workaround attempt to have the story continue whilst the PC was sitting by using a micro-Place Marker on the seat cushion didn't work. Does anyone know another work around for this?
You can make the chair an interactable object that triggers the sit animation and a dialogue popup. The player would have to stand on the chair first, however.
Thanks. I still have the Romulus map, but have yet to find a use for it.
BTW- By playing around with the height, I was able to make a playable tube, which if you use the normal camera angle, looks like a first person crawl! The only problem I'm running into is with Jeff Tube intersections roofs and doors. If the ESD Tailor Door wasn't shrunk below it's normal size, I would use that for the Jefferies Tubes interior doors.
I haven't found a good way to handle the roof at intersections. The only thing I've come up with is using two holodeck arches at 45 and -45 with +0.10Y value, but there are open spaces with that as well as some object overlap. Any ideas?
Comments
As for iterating the conversation, if you have an invisible, unused part of the map, you can create a crude timer by having a captain level (or two) allied squad kill an ensign-level enemy squad, though it's not extremely reliable about the timing.
1. Make the marker bigger?
2. You'll need enough height for the player character to walk down said W-tube.
I experimented with this a bunch when we first got sittable chairs. So, you can set up a reach marker to trigger when you sit down, (you have to place the reach marker in front of the chair, not on it.) However while sitting, all interactions and dialogs are suppressed, so there isn't a way to really take advantage of this.
I made a Jefferies tube for my mission In the Shadow of MIDAS, Part 2. You of course can't make them crawl, but it still looks cool.
Which assets did you use, because that looks amazing. Although the Tubes play an important part in my Act III, they are only truly a slight framing. Some of those assets look very unfamiliar.
Oh and BTW- I'm a big fan of your work. Your Romulus map made me feel like I was there.
Jeferies Tube
Wall = Counter - Generic Ship 02
Floor = Grate - Generic Ship 01
Ceiling = Holodeck Arch 01
Separators Top/Bottom = Building Block Wall 50x20x2 03
Junction
Walls = Wall - Generic 03
Floor/Ceiling = Building Block Platform 40x40 03
Step = Bench - Generic Ship 01
Thanks. I still have the Romulus map, but have yet to find a use for it.
You can make the chair an interactable object that triggers the sit animation and a dialogue popup. The player would have to stand on the chair first, however.
BTW- By playing around with the height, I was able to make a playable tube, which if you use the normal camera angle, looks like a first person crawl! The only problem I'm running into is with Jeff Tube intersections roofs and doors. If the ESD Tailor Door wasn't shrunk below it's normal size, I would use that for the Jefferies Tubes interior doors.
I haven't found a good way to handle the roof at intersections. The only thing I've come up with is using two holodeck arches at 45 and -45 with +0.10Y value, but there are open spaces with that as well as some object overlap. Any ideas?