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Foundry Video Tutorial and Q&A

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    A simpler option might be to place, say, five enemy groups on a map. Then zoom down close enough to move individual NPCs.

    Place the enemy groups far away from the player but move one or two members of each group close to the player.

    The player engages, say, five enemies but aggro's another twenty who are on the other side of the map. It takes time for them to get there.

    Supplement this with enemy groups positioned near the plaer who are required for objectives. Just, say, five kill objectives in a row. Enemies required for objectives don't appear until that objective is reached. Meanwhile, this gets masked by the visual of the enemies who are running from the other side of the map to engage the player, which should cause the player to see a mix of enemies beaming in and running from a long distance.

    You could have two parallel objective chains, each of which involve engaging enemies, some of whom are at the player location and some of whom have stragglers across the map. Mix them up so that the player can't tell which NPCs are in which group and avoid making the quest text too descriptive. The result is that killing enemies aggroes enemies from across the map, there are two parallel, simultaneous kill objectives going on, and the player has no clue which enemies are from a given group... but killing a group will spawn another group.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I can tell you how to simulate this. It's fairly advanced though.

    You can set parallel mission objectives (ie. two lines of objectives that take place at the same time).

    Enemies required for an objective don't spawn until that objective is required.

    Enemies required for an objective count, even if killed by other enemies and most enemy factions are hostile to eachother.

    You can then have a kill objective for an enemy group in a box that the player doesn't see, where hostile mobs are placed. This acts as a somewhat random timer. You need to make sure the mobs required for the objective are grossly outnumbered/outgunned by the NPCs placed there to kill them or there's a risk that the mission will be unable to complete.

    Alternate these timer objectives with waves that spawn near the player in parallel tracks that go kill->timer->kill->timer.

    Thank you, Ill give it a try.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    This video really helped well all 3 helped really helped fill in the holes so i could make a basic mission would really like to thank all those involved and if this topic is not already a sticky then it should be cause with 30mins of my time i was able to make a nice little starter mission and now i know what im doing i can move on to the move advanced stuff

    Thanks again

    P.S

    Ill post here if i have any questions
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I do have question though how do we access the current Infected/the cure mission so we can change them and add or remove things had a good look around but could not find them anywhere..

    i hope its possible to change them would be great for first timers to have a basis on which to work and one that does not take 2-3 hours to compleete
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Update:
    I published the mission from tutorial video #3 under the name Bull-dog Days

    You can now play it and see what each of those steps from the video meant for yourself!

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    deeboboy wrote: »
    I do have question though how do we access the current Infected/the cure mission so we can change them and add or remove things had a good look around but could not find them anywhere..

    i hope its possible to change them would be great for first timers to have a basis on which to work and one that does not take 2-3 hours to compleete

    You would have to find the maps from those missions (which may not have been added to the UGC yet) and create your own version. The current state of STO's UGC does not give you pre-made missions, from the game or otherwise, it just gives you maps and characters and such.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Is there a way to show the player an event, but not let the player get too close to interfere? Like a cutscene kinda?

    Particulary in space...I'd want the player to see a Borg Cube blow up a Federation ship, but I don't want the player to approach the cube and fight it. Infact, I'd want to force the player to warp away after seeing this (ie - the Borg is too strong to fight)

    anyway of maybe tricking the system to do this?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Is there a way to show the player an event, but not let the player get too close to interfere? Like a cutscene kinda?

    Particulary in space...I'd want the player to see a Borg Cube blow up a Federation ship, but I don't want the player to approach the cube and fight it. Infact, I'd want to force the player to warp away after seeing this (ie - the Borg is too strong to fight)

    anyway of maybe tricking the system to do this?
    To do this:
    • You can have a friendly mob attacking enemy ones on a map
    • Create an objective on another map
    • Now go back and make and make your "door" to the next map be a reach marker to the side of the conflict (far enough away to avoid being killed but still see it).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Is there a way to have the player have to damage an enemy instead of blowing it up? I want to have the player beam onto the enemy ship (using ground battle) to finish the objectives. Much like some of the STO missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    To do this:
    • You can have a friendly mob attacking enemy ones on a map
    • Create an objective on another map
    • Now go back and make and make your "door" to the next map be a reach marker to the side of the conflict (far enough away to avoid being killed but still see it).
    I think I follow, but what will this do? When I reach the reach marker, won't I get a pop up or button of some sort? Wouldn't this obscure the action in front of you? Also, is the player still capable of moving before hitting the button to proceed?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think I follow, but what will this do? When I reach the reach marker, won't I get a pop up or button of some sort? Wouldn't this obscure the action in front of you? Also, is the player still capable of moving before hitting the button to proceed?

    To transfer maps, you'll definitely have a pop-up. :/
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Is there a way to have the player have to damage an enemy instead of blowing it up? I want to have the player beam onto the enemy ship (using ground battle) to finish the objectives. Much like some of the STO missions.

    This feature isn't added yet
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Guided Discussion:
    Feedback on my YouTube videos has been positive. However, people are still curious as to how some things are pulled off.

    Would people like a playthrough of a mission where the playthrough video cuts to scenes from the editor and how certain aspects were created?

    I only showed the playthrough of Bull-dog Days at the end, rather than splicing footage from both the editing and play test phase together in a logical order (i.e. "here's a cool part of the mission, here's how I did it, now back to the next cool part").
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