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Optional Maps?

nrobbiecnrobbiec Member Posts: 959 Arc User
I'm a fan of putting in optional things but is it possible to create separate maps that aren't part of the mission's objective like optional holodeck simulations?
Post edited by nrobbiec on

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  • connortreeves67connortreeves67 Member Posts: 84 Arc User
    edited August 2013
    Never been able to find it and i've seen it where there's been sequences of different maps (One time without loading) on at least one foundry mission. So to have it optional there could be a trigger put into the map for it. But that's all i've got.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited August 2013
    The 'overt' answer is no, you cannot create optional maps


    The more advanced answer is, sorta

    By that I mean you can have a non objective item a player can interact with that will change aspect of your current map. This would be done via hidden>visible and visible>hidden state triggers. You would be able to (within the scope of the object limit) completely change the layout of a map based on this interaction.

    The only thing is though, you would still need to be able to progress your main story no matter which map you are showing, so that is the limitation.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited August 2013
    A good example of this sort of thing is some of what is dome in the spirits of ramok nor
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited August 2013
    It is not possible to have an actual map that is entirely optional, but...

    ... A trick some of the more experienced authors will ocassionally use it having multiple maps in one map. The way this works is you have all the assets for both maps on a single map. You start out with all the assets of the first map visible and the assets of the second map invivisible. When you get to the point that you want to transition, you seap it and make all the second map assets visible while making the first invisible. This can be taken further and two different maps on one map and control which becomes visible based on dialog/interaction choices.

    If this sounds horribly complicated, it is. All the maps are basicly built on the same space and share the same resource limits. It also only works (for the most part) with custom maps.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited August 2013
    Also the double-map trick causes you to run into the object limit REALLY fast if you're not careful.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • nrobbiecnrobbiec Member Posts: 959 Arc User
    edited August 2013
    Thanks for the answers guys, however all things said and done I'm just going to shelf that idea - I'm not one of the great Foundry authors so I'll stick to the basics :)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited August 2013
    Maybe some day? I never tried building a complete custom interior until I did "The Beta Rana Incident". (currently down for repairs)
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited August 2013
    I Dabbled with this but so far only with a space map, as practice i found it simpler due to fewer objects

    i couldnlt even consioder a ground map of the same type at the moment
    solar_approach_by_chaos_sandwhich-d74kjft.png


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