Unofficial Foundry Tutorial
You can play the mission we made in Tutorial #3 in-game:
Just search for Bull-dog Days from the Community Authored search window
===========Background:
I'm working on a series of videos demonstrating how to use the Foundry toolset for Star Trek Online. While my script is laid out in a step-by-step manner, I realize I may not touch on everything that new users want to know.
With that in mind, I am offering to compile a video of Question and Answers on how to do specific things within the Foundry. If the question you asked can't be answered, I'll respond here.
If, however, you ask how to do something complex and either the other closed beta testers or myself can answer, we'll do so here and in a video format eventually.
So, let's get started!
Steps:
- Post your questions
- Get your answers (hopefully)
- See responses to select question in video format on YouTube!
Comments
How to I move from one map to another? (Ex: from space combat to ground combat)
Tutorial: http://starbaseugc.com/index.php/uncategorized/understanding-map-transitions/
Nice... very helpful
I'm working on the others in the series.
A few hours after it went on Tribble.
2) Did you guys have a height slider for the NPCs you created in beta? Cos I can't find one and all my NPCs are munchin-sized lol
3) How do we make turbolifts work?
4) Where are the transporter pads in the object library? Can't find them anywhere.
5) A guide on dialog flow would be very helpful. Can we have one please?
6) How do you adjust the distance at which a sliding door will open in response to an avatar or NPC? They are opening when I'm nowhere near them.
Sorry for the wall of questions, I've been in the Foundry for hours and I'm loving it, but I need these questions answered if I'm to get much use out of it.
- You must add an objective
- This objective must take place on the exterior map
- The system will automatically generate map transfer text anytime an objective takes place on a different map.
This may be a bug. Our test characters were around the same height as NPCs.This feature isn't implemented yet.
There aren't any - yet. These aren't added yet.
I'm working on a video for the story editor as we speak.
You cannot change them yet but they behavior more realistically when you publish a mission.
Publishing a mission will generate all the pathfinding for NPCs (and the environment). This also allows mobs to wander as they will then have pathing coordinates.
1. See second post of the thread for help on map transitions.
2. Our NPC options began very limited, and then they got more indepth with each update. I expect more and more options for npcs with each update. The devs weren't that focused on the customization of npcs, when they were trying to get them to work properly. Since then, they've brought many, many updates to the npcs.
3. No idea. Most likely, it involves changing maps and a loading screen after entering the lift.
4. No transporter pads yet.
5. Dialogue flow? Can you be more specific?
6. I think that is something that the art team would have to do for us.
So it seems that there's no way to make a ground exterior and have free-roam entry/exiting of buildings without having objectives inside/outside the buildings, is that right?
Just to clarify, on NPC creation, the stock ones are the same size as my test toon, but when I created costumes for them and applied them, they suddenly became about 4 feet tall.
Correct. If you want to enter a building, you must create a different map for the interior and switch maps. Entering the new map must be part of the main objective of the game. Your objectives could however involve exploring every building in a specific order.
You can make location objectives, right? So I could have you have to be next to the building in order to go in.
If there is a limit, I've never reached it, and the mission that I made were very heavy on dialogue. I've never seen a dev say that dialog would be limitied, only that amount of enemies, building, etc. were limited.
To answer your question, I've never seen anyone reach the limit.
Yes. locations become objectives themselves with the use of place/reach markers. You can set it up where I have to climb the steps of a temple, before the next objective kicks in. If I don't hit the place marker, then nothing happens.
Not a closed beta tester, but I am pretty sure that you can have quite a few. Just not infinate.
But can I not make an interactive door like Admiral Quinn's office door for example, so that just clicking on it loads the next map without having an objective beyond it other than exploring?
My first foundry creation is probably never going to see the light of day. I'm just going to use it as my own personal testbed.
Right now, that video only covers creating a character and what the first few screen (the Project Editor) mean. They're not terribly straightforward but I think the video answers a lot of questions about what a reviewed-mission will look like from the Project window. Yes, you need an objective on another map to do a transfer.
We don't have same map transports yet, either.
Hmm... from my experience you cannot do this with existing elements of a map, but you can add an object to a map, or choose an object in the prefab map that can be used. There are doors in the art assets of the toolset, but I'm not sure if you can do this with Quinn's door at ESD. So, yes, you can do this if you add a door to a map, but maybe not if you want to use the existing doors of a prefab map.
If the objective is scan a plant that you've added, followed by talk to a contact at a different map, then scanning the plant will initiate a map change of beaming from one locale to another.
I hope that makes sense.
That said, your first video was fantastic! What was the soundtrack?
-Allen
Dialog options are limited. There is no branching dialogue although that is high on the devs' wishlist. You will have one choice which advances the mission.
However, you can add idle chat to a random npc that has no bearing on the mission. For example, you could put a barfly in a tavern that always says "Whatcha looking at?" You wouldn't have to speak to her to advance the mission. She would just be filler details that adds character to the mission.
I started with that since understanding the character allegiance and how feedback works is vital.
The trick is that a story editor generally requires maps and costumes already made. I'm working on a way to try and make it seamless.