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Foundry Help

wuustawuusta Member Posts: 76 Arc User
Hi everyone, from the title you probably know what this is going to be about. So I've been trying to make a foundry mission, but I'm having some trouble. And I'm here hoping you kind people could help resolve my problems. I'll give a list of my questions:
1. How do I make it so that a squad/ship/unit beam/jump in when you interact with a object or finish a chat.
2. How do I make ships of the opposite fraction be neutral to you, such as a fed NPC ship friendly to a kink player. Or a Fed NPC tactical captain friendly to a romulan NPC (also a klink npc aggressive towards another klink npc, or aggressive to you even if your a klink too).
3. How do I make chats just pop up in the screen, for a example: remember that mission where a guy keeps on saying bonnie van? and that chat just pops up in ur screen and disappears after a few seconds.
4.Is it possible to make just one unit (ex: just the tac cap of a fed squad beam in, instead of his whole squad?) beam in? If so, how.

Thank you everyone!

-Wuusta
Post edited by wuusta on

Comments

  • castsbugccastsbugc Member Posts: 830 Arc User
    edited February 2013
    wuusta wrote: »
    Hi everyone, from the title you probably know what this is going to be about. So I've been trying to make a foundry mission, but I'm having some trouble. And I'm here hoping you kind people could help resolve my problems. I'll give a list of my questions:
    1. How do I make it so that a squad/ship/unit beam/jump in when you interact with a object or finish a chat.
    put your npcs wherever you want them to spawn. under the state tab on the group/contact are options invisible>visible and visible>invisible. Set the state for invisible>visible to object complete, and then select the object you want the player to interact with.
    2. How do I make ships of the opposite fraction be neutral to you, such as a fed NPC ship friendly to a kink player. Or a Fed NPC tactical captain friendly to a romulan NPC (also a klink npc aggressive towards another klink npc, or aggressive to you even if your a klink too).
    This one isnt as pretty to do, at least on the combat front. First, choose a group that is neutral to you and place them on the map. Then expand the npc group so that you can see each actor. click on each actor and change the default costume to what you want. Remember to change the name of the actor as well, or else you can end up with a klink ship saying its a fed cruiser

    Combat involves using npc groups that are hostile to that faction, the problem here though is that generally, its almost impossible to make sure you have the right abilities going off (IE having romulans fighting romulans, one side might have to use phasers)
    3. How do I make chats just pop up in the screen, for a example: remember that mission where a guy keeps on saying bonnie van? and that chat just pops up in ur screen and disappears after a few seconds.
    It was Bonnie Kin ;) If you mean the little rectangualr boxes, we dont have that technology yet. We do however, have the ability to do 2 different things. Thing 1 involves setting a reach marker on the storyboard. When the player reaches this location, you can send a text notification that says something, just not a very long string. Thing 2 you can do is still using reach markers, but have a pop up dialog appear when they reach the marker. this can be done off the storyboard so it can be more 'random'
    4.Is it possible to make just one unit (ex: just the tac cap of a fed squad beam in, instead of his whole squad?) beam in? If so, how.
    The official answer to this is no, you cannot do this. The unofficial answer is, you can sometimes get it to work, but it doesnt always work. Additionally if more than 1 player is playing your mission, this will have a higher risk of trapping them and getting you bad ratings. Kirkfat, as an example found a soft spot that seemed to exist in onemap that would let them disappear, but its not reliable. Back in the early days you could set the beam in point into the extreme corner of the map and that would get rid of your followers. Again, none of these methods are reliable and generally lead to poor results. The only other option is to have some portions on a social map, but this again is not optimal because of the limited impact you can have on a social map.
  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited February 2013
    wuusta wrote: »
    Hi everyone, from the title you probably know what this is going to be about. So I've been trying to make a foundry mission, but I'm having some trouble. And I'm here hoping you kind people could help resolve my problems. I'll give a list of my questions:

    4.Is it possible to make just one unit (ex: just the tac cap of a fed squad beam in, instead of his whole squad?) beam in? If so, how.

    Thank you everyone!

    -Wuusta

    I think the OP meant one in a squad of npc groups, not your away team. If I'm right: you can move each unit of a squad independently. The captain of a squad its the one in "front". Move the rest as far into the blackness of your map ( outside of the defined walls) as possible on indoor. Outdoor maps you will need to trap with invisible walls in the corner so they don't start too wander off.
    [SIGPIC][/SIGPIC]
  • wuustawuusta Member Posts: 76 Arc User
    edited February 2013
    castsbugc wrote: »
    put your npcs wherever you want them to spawn. under the state tab on the group/contact are options invisible>visible and visible>invisible. Set the state for invisible>visible to object complete, and then select the object you want the player to interact with.


    This one isnt as pretty to do, at least on the combat front. First, choose a group that is neutral to you and place them on the map. Then expand the npc group so that you can see each actor. click on each actor and change the default costume to what you want. Remember to change the name of the actor as well, or else you can end up with a klink ship saying its a fed cruiser

    Combat involves using npc groups that are hostile to that faction, the problem here though is that generally, its almost impossible to make sure you have the right abilities going off (IE having romulans fighting romulans, one side might have to use phasers)


    It was Bonnie Kin ;) If you mean the little rectangualr boxes, we dont have that technology yet. We do however, have the ability to do 2 different things. Thing 1 involves setting a reach marker on the storyboard. When the player reaches this location, you can send a text notification that says something, just not a very long string. Thing 2 you can do is still using reach markers, but have a pop up dialog appear when they reach the marker. this can be done off the storyboard so it can be more 'random'

    The official answer to this is no, you cannot do this. The unofficial answer is, you can sometimes get it to work, but it doesnt always work. Additionally if more than 1 player is playing your mission, this will have a higher risk of trapping them and getting you bad ratings. Kirkfat, as an example found a soft spot that seemed to exist in onemap that would let them disappear, but its not reliable. Back in the early days you could set the beam in point into the extreme corner of the map and that would get rid of your followers. Again, none of these methods are reliable and generally lead to poor results. The only other option is to have some portions on a social map, but this again is not optimal because of the limited impact you can have on a social map.

    Thanks for the help dude, I have another question:
    Remember that mission where you had to fight the undine ship, but it was impossible to beat him (well, maybe possible but very hard) Am I able to configure a unit to make it invincible? such as it not being destroyed when it's HP reaches 0.
    Also am i able to make a npc jump out of a map?
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited February 2013
    I think the OP meant one in a squad of npc groups, not your away team. If I'm right: you can move each unit of a squad independently. The captain of a squad its the one in "front". Move the rest as far into the blackness of your map ( outside of the defined walls) as possible on indoor. Outdoor maps you will need to trap with invisible walls in the corner so they don't start too wander off.

    Hmm I think you are correct, and this is how you get around that indeed :)
    wuusta wrote: »
    Thanks for the help dude, I have another question:
    Remember that mission where you had to fight the undine ship, but it was impossible to beat him (well, maybe possible but very hard) Am I able to configure a unit to make it invincible? such as it not being destroyed when it's HP reaches 0.
    Also am i able to make a npc jump out of a map?

    Presently no, you have no influence over that in the least, the closest you could do would be perhaps to 'chain' loading a copy of the npc after they destroy the previous one, but this becomes tedious. anyway you can also load a contact after they finish killing them, but this isnt a precise thing and there is no guarantee you can manoeuvre the player to where you want to load the npc at

    And do you mean to warp out of the map? if so, what you can do is set an interact as the last thing on the map, and there is a warp out animation (if its working right now) that will allow you to do that
  • wuustawuusta Member Posts: 76 Arc User
    edited February 2013
    What I mean by was:
    Remember that mission where you had to survive the undine ship and wait for backup?
    after the undine ship was destroyed the backup warped out of the system, am i able to make the npc jump out before you?
    and another question, am I able to set a timer for the amount of time you have to survive before back up arrives?
    (EX: a timer counts down 1 min, after 1 min a fleet jumps in to help you fight against a ship.)
  • wuustawuusta Member Posts: 76 Arc User
    edited February 2013
    castsbugc wrote: »
    Hmm I think you are correct, and this is how you get around that indeed :)



    Presently no, you have no influence over that in the least, the closest you could do would be perhaps to 'chain' loading a copy of the npc after they destroy the previous one, but this becomes tedious. anyway you can also load a contact after they finish killing them, but this isnt a precise thing and there is no guarantee you can manoeuvre the player to where you want to load the npc at

    And do you mean to warp out of the map? if so, what you can do is set an interact as the last thing on the map, and there is a warp out animation (if its working right now) that will allow you to do that

    What I mean by was:
    Remember that mission where you had to survive the undine ship and wait for backup?
    after the undine ship was destroyed the backup warped out of the system, am i able to make the npc jump out before you?
    and another question, am I able to set a timer for the amount of time you have to survive before back up arrives?
    (EX: a timer counts down 1 min, after 1 min a fleet jumps in to help you fight against a ship.)
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited February 2013
    Remember that mission where you had to survive the undine ship and wait for backup?
    after the undine ship was destroyed the backup warped out of the system, am i able to make the npc jump out before you?
    and another question, am I able to set a timer for the amount of time you have to survive before back up arrives?
    (EX: a timer counts down 1 min, after 1 min a fleet jumps in to help you fight against a ship.)
    The answer is yes/no. Yes you can make the ships disappear after the vessel is destroyed, by setting an visible>invisible for object complete and choose your target npc. However you cannot make them use the warp effect to do it, ani9mations are not linked to state changes, though I really really really hope this is a change that might be considered for the future.

    The answer to your second question is also yes/no. There are no active timers in the foundry. You can fudge this by setting things to appear on object completes (basically you have opposing npc groups spawn out of the way and kill each other, the death of a group being the trigger for whatever event you want timed) The issues with this are it can be hard to set up, its not 100% reliable and the timing isnt precise, you can only guesstimate that it will work in the timeframe you want.
  • wuustawuusta Member Posts: 76 Arc User
    edited February 2013
    thanks for the help, sorry for bothering you, but i have another question
    currently i have it where after you finish a dialogue a klink fleet jumps in and you guys are suppose to kill a borg cube
    but in order to complete the objective 'kill enemies' i must use a squad of enemies not a just one unit. but the problem is that i cant make a squad 'appear' and 'disappear' like just a unit. And if i put just a unit to kill, the player wont have a objective to complete.
    such as me putting down a borg cube, how would the player advance if none includes killing just one enemy instead of a squad?
  • erei1erei1 Member Posts: 4,081 Arc User
    edited February 2013
    wuusta wrote: »
    thanks for the help, sorry for bothering you, but i have another question
    currently i have it where after you finish a dialogue a klink fleet jumps in and you guys are suppose to kill a borg cube
    but in order to complete the objective 'kill enemies' i must use a squad of enemies not a just one unit. but the problem is that i cant make a squad 'appear' and 'disappear' like just a unit. And if i put just a unit to kill, the player wont have a objective to complete.
    such as me putting down a borg cube, how would the player advance if none includes killing just one enemy instead of a squad?

    You can spawn the unit you want dead with the player, and the rest of his squad away from the player, in a middle of an overwhelming amount of ennemies. They'll blow the rest of the squad, while the player kill the single unit. It will appear as there was only 1 unit. However, most space squad have only 1 ship if the player is alone. If you don't choose frigates/fighters. They will appear as a full squad on the foundry map during creation. More of them will only come if the player play the map with others, but you can specify the map is made to be played alone.

    If you still want 1unit only, even for groups, you'll have to deal with several issues. First, make sure the hidden fight is won by the player's NPC allies, not his/her ennemies. Also, you'll have to hid them, and put walls so they won't escape their fate.
    On a ground map it's not really difficult, on a space map, well I don't know...
    [SIGPIC][/SIGPIC]
  • wuustawuusta Member Posts: 76 Arc User
    edited February 2013
    erei1 wrote: »
    You can spawn the unit you want dead with the player, and the rest of his squad away from the player, in a middle of an overwhelming amount of ennemies. They'll blow the rest of the squad, while the player kill the single unit. It will appear as there was only 1 unit. However, most space squad have only 1 ship if the player is alone. If you don't choose frigates/fighters. They will appear as a full squad on the foundry map during creation. More of them will only come if the player play the map with others, but you can specify the map is made to be played alone.

    If you still want 1unit only, even for groups, you'll have to deal with several issues. First, make sure the hidden fight is won by the player's NPC allies, not his/her ennemies. Also, you'll have to hid them, and put walls so they won't escape their fate.
    On a ground map it's not really difficult, on a space map, well I don't know...

    I see what you're talking about, i want want my unit to be able to disappear and appear. But a squad of enemies wont do such a thing
  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited February 2013
    You can set the name of any objective to whatever you want. Set up a reach marker around your cube and set the diameter to slightly less than the 10 km. In your story assign the objective to 'reach marker' and rename it to 'destroy borg cube' although the objective will complete before it is actually destroyed your player will be in combat and nothing progresses under red alert.

    As for the disappear then appear. You can only make anything appear then disappear. You will have to work your story around that limitation.
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2013
    You can simulate having an object disappear and reappear by having the original disappear and a duplicate appear.

    It won't BE the same object, and any interactions will have to be scripted with that in mind.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited February 2013
    NPC squad invis>visible is handled at the 'root' level, not the indivudual level, if I understand what you are trying to do, did you look for the state change there?
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