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Object Interaction

Hi folks!

I swear I could change the label of interaction with an object so it actually made sense - but Im at a loss to be able to figure it out now.

For example I have a console that the player needs to use to lower a forcefield. Its set up as an option dialog in the object that when completed will despawn the forecefield. It works fine but its always labeled "Interaction" no matter what I do.

Can anyone tell me how? Or tell me if Im misremembering? :)

Dont forget to be awesome.
Stellarum, mea sunt
The Stars are Mine.

Comments

  • thay8472thay8472 Member Posts: 6,162 Arc User
    did you use the dialg option from the prop? if so ... (I think) that will always say "Interact."
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited August 2016
    Hi folks!

    I swear I could change the label of interaction with an object so it actually made sense - but Im at a loss to be able to figure it out now.

    For example I have a console that the player needs to use to lower a forcefield. Its set up as an option dialog in the object that when completed will despawn the forecefield. It works fine but its always labeled "Interaction" no matter what I do.

    Can anyone tell me how? Or tell me if Im misremembering? :)

    Dont forget to be awesome.

    One quirk of optional dialog tied directly to objects (ie. by checking the box) is that you cannot change their interaction prompt. You will always be "interacting."

    There is a work around (without going to a mission objective). Instead of building the optional dialog prompt in the object (via the checked box), place a pop-up dialog on the map. Write what you want to write, then set that pop-up to trigger when a component is completed. Set that component to your console or other interaction object. Then select that object. A new tab called "triggers" should be available in between to its states and basic properties. It's here you can change the interaction prompt, interaction duration, and animation.

    The only downside to this is with an on-map dialog pop-up players cannot go back to it. Once they close that dialog its gone. So if you think it would be more useful to keep that interaction on map use the check box in the object properties. If the dialog is more disposable, use an on-map pop-up tied to an object.
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • dawnpromisedawnpromise Member Posts: 57 Arc User
    That's an excellent work around. Since the dialog is for flavor you cant really fail I can just sent the forcefield to vanish when the dialog is done.

    I think I was remembering the ability to change it from the story tab :(
    Stellarum, mea sunt
    The Stars are Mine.
  • This content has been removed.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited August 2017
    The costume is for the dialog window, you need to select something from the list of NPC contacts (we can't use the objects themselves, two separate lists of assets. Dialog windows need NPC's, NPC's aren't detail assets.)

    For a situation like this I use the turret prop (just search for it when selecting costumes). It simply looks like a bit of innocuous tech that the viewer probably won't recognize (for what it is). So at the very least it doesn't draw attention so it fits in just about any situation that you need to display something from a console or tricorder (for instance).
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • This content has been removed.
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    Hi folks!

    I swear I could change the label of interaction with an object so it actually made sense - but Im at a loss to be able to figure it out now.

    For example I have a console that the player needs to use to lower a forcefield. Its set up as an option dialog in the object that when completed will despawn the forecefield. It works fine but its always labeled "Interaction" no matter what I do.

    Can anyone tell me how? Or tell me if Im misremembering? :)

    Dont forget to be awesome.

    One quirk of optional dialog tied directly to objects (ie. by checking the box) is that you cannot change their interaction prompt. You will always be "interacting."

    There is a work around (without going to a mission objective). Instead of building the optional dialog prompt in the object (via the checked box), place a pop-up dialog on the map. Write what you want to write, then set that pop-up to trigger when a component is completed. Set that component to your console or other interaction object. Then select that object. A new tab called "triggers" should be available in between to its states and basic properties. It's here you can change the interaction prompt, interaction duration, and animation.

    The only downside to this is with an on-map dialog pop-up players cannot go back to it. Once they close that dialog its gone. So if you think it would be more useful to keep that interaction on map use the check box in the object properties. If the dialog is more disposable, use an on-map pop-up tied to an object.

    @duncanidaho11 thanks for this, helped a lot and works great. Only issue I have is that in my case I have used a console as the item I am interacting with and it calls for a costume. The default costume shown in the small preview window next to the General and States button is that of the console, however this doesn't seem to be available for the "Click to select costume" button. Any ideas?

    CSpr1vR.jpg
    there should be "prop:federation console"(or words to that effect) in the contacts costume list, that's meant for cases when talking to computer or similar situations (like voice only coms with person you've not yet met and thus wouldn't know how they look).
  • This content has been removed.
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    spiritborn wrote: »
    Hi folks!

    I swear I could change the label of interaction with an object so it actually made sense - but Im at a loss to be able to figure it out now.

    For example I have a console that the player needs to use to lower a forcefield. Its set up as an option dialog in the object that when completed will despawn the forecefield. It works fine but its always labeled "Interaction" no matter what I do.

    Can anyone tell me how? Or tell me if Im misremembering? :)

    Dont forget to be awesome.

    One quirk of optional dialog tied directly to objects (ie. by checking the box) is that you cannot change their interaction prompt. You will always be "interacting."

    There is a work around (without going to a mission objective). Instead of building the optional dialog prompt in the object (via the checked box), place a pop-up dialog on the map. Write what you want to write, then set that pop-up to trigger when a component is completed. Set that component to your console or other interaction object. Then select that object. A new tab called "triggers" should be available in between to its states and basic properties. It's here you can change the interaction prompt, interaction duration, and animation.

    The only downside to this is with an on-map dialog pop-up players cannot go back to it. Once they close that dialog its gone. So if you think it would be more useful to keep that interaction on map use the check box in the object properties. If the dialog is more disposable, use an on-map pop-up tied to an object.

    @duncanidaho11 thanks for this, helped a lot and works great. Only issue I have is that in my case I have used a console as the item I am interacting with and it calls for a costume. The default costume shown in the small preview window next to the General and States button is that of the console, however this doesn't seem to be available for the "Click to select costume" button. Any ideas?

    CSpr1vR.jpg
    there should be "prop:federation console"(or words to that effect) in the contacts costume list, that's meant for cases when talking to computer or similar situations (like voice only coms with person you've not yet met and thus wouldn't know how they look).

    COuldn't find that, there's a KDF console that doesn't look too bad.

    It should be there but I'm not 100% sure what name is.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    spiritborn wrote: »

    It should be there but I'm not 100% sure what name is.

    Just browse through while searching "props," all object NPC costumes will be listed. I prefer not to use the FED console NPC in dialog because it's turned 90 degrees from the player. They can see what it is but I find it a little jarring.
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
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