And not only that, if you have questions about other things as well concerning foundry missions, tutorials or podcasts.. Feel free te ask! (or just talk, we love to see this channel as active as it's been lately ).
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Every day the foundrytalk community comes together and shares rewarding tips that enhances the work of everyone who is here. The community grows everyday, and with the population increase, so will the amount of tips offered increase.
Every day the foundrytalk community comes together and shares rewarding tips that enhances the work of everyone who is here. The community grows everyday, and with the population increase, so will the amount of tips offered increase.
Just found out about it. I'll join when I get on tonight.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Sorry for posting this here, but after what seems like over a week in this probationary period on the forums, it STILL won't let me post my own thread. That's a little ridiculous, and forces me to ask my questions here or wait an unknown amount of time until I'm allowed to post. If anyone has any input, I'd be most grateful!
1) Does the path-finding fix that happens after I submit the level fix the fact that my away team are a bumbling mess that get stuck behind any small obstacle?
2) Is there a way to add music, like Drozhana station? I built a dance club scene that looks decent but it needs a beat to work. I've tried adding sounds to objects but can't find any that aren't just a weird hum.
3) Is there any way to control whether NPCs beam in/out or just insta-fade?
My whole story is built around groups of characters who won't attack initially but do if certain conditions are met. This meant me building two identical groups and switching between the friendlies in enemy costumes and the actual enemies. I'm too far to turn back now, so if players have to see a weird beaming effect I guess I'm stuck with it, but if there's any fix you can suggest short of the drop-them-through-the-disappearing floor trick I'd appreciate it.
Thanks for any help! From looking through the forums, these may just be issues with Foundry I have to live with, but I've spent too much time on my level not to try and find a solution...
Sorry for posting this here, but after what seems like over a week in this probationary period on the forums, it STILL won't let me post my own thread. That's a little ridiculous, and forces me to ask my questions here or wait an unknown amount of time until I'm allowed to post. If anyone has any input, I'd be most grateful!
1) Does the path-finding fix that happens after I submit the level fix the fact that my away team are a bumbling mess that get stuck behind any small obstacle?
Well, pathing data isn't done until AFTER you publish (which IMO is counter intuitive in that because of this, there's no way to test pathing without publishing your mission, but most people get rid of the major issues they can in the editor, do a quick publish and playthrough -0 and if they see issues, immediately take the mission back down. But, yes, you will not have ANY NPC pathing while playtesting just in the editor.
2) Is there a way to add music, like Drozhana station? I built a dance club scene that looks decent but it needs a beat to work. I've tried adding sounds to objects but can't find any that aren't just a weird hum.
Nope, there's no way to specify music on your map. When someones running it after a publish, the game engine will always randomly pick what music plays in the background.
3) Is there any way to control whether NPCs beam in/out or just insta-fade?
My whole story is built around groups of characters who won't attack initially but do if certain conditions are met. This meant me building two identical groups and switching between the friendlies in enemy costumes and the actual enemies. I'm too far to turn back now, so if players have to see a weird beaming effect I guess I'm stuck with it, but if there's any fix you can suggest short of the drop-them-through-the-disappearing floor trick I'd appreciate it.
Thanks for any help! From looking through the forums, these may just be issues with Foundry I have to live with, but I've spent too much time on my level not to try and find a solution...
Nope. (and I wish there was too)
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Sorry for posting this here, but after what seems like over a week in this probationary period on the forums, it STILL won't let me post my own thread. That's a little ridiculous, and forces me to ask my questions here or wait an unknown amount of time until I'm allowed to post. If anyone has any input, I'd be most grateful!
Hia Mephisto!
To add what Crypticarmsman has said already; your forum limitation isn't time but postcount-bound . I believe when you reach 3 or 5 postcount you'll be able to create your own topic.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Thank you so much! Glad to know there will be at least another stage of path-finding corrections, my bekks are such dummies.
I guess people will just have to live with some of those little idiosyncrasies for now -- maybe they're used to it -- and I'll plan the next one a bit better.
It's going to be called 'Murder at Kaybock Station' when it's up. I'm gonna need to test it awhile though, don't really know how the enemies stack up against a real team. It should be good for some cheap thrills when it's complete.
My whole story is built around groups of characters who won't attack initially but do if certain conditions are met. This meant me building two identical groups and switching between the friendlies in enemy costumes and the actual enemies. I'm too far to turn back now, so if players have to see a weird beaming effect I guess I'm stuck with it, but if there's any fix you can suggest short of the drop-them-through-the-disappearing floor trick I'd appreciate it.
There's a trick that's been around for a while where you have a group of enemies behind an invisible wall. If/when you want the enemy groups to attack, you drop the wall. I often use this for the customary "monologue" that precedes a boss fight.
Depending on how you're story works, you could make use of the timid behavior and have them not attack until they're attacked first.
There is a specific NPC group that I use often because it's doesn't have a beam in animation, Targ Captain 01. Despite it's description, it's not hostile to the player. This allows for more seamless transition between NPCs.
In one particular case, I had a scene where the player is confronted when entering a room and must prove their identity by giving a password. I actually started with a group of enemies behind an invisible wall. If they answered correctly, I swapped out enemies for the Targ Captain 01 group. In both cases, the invisible wall drops when the dialog ends.
Comments
And not only that, if you have questions about other things as well concerning foundry missions, tutorials or podcasts.. Feel free te ask! (or just talk, we love to see this channel as active as it's been lately ).
I call it, the Stoutes paradox.
It is the most interesting foundry channel in the world.
Pretty darn cool , and loads of fun discussions as well! Proud of you guys and girls who all attended!
I call it, the Stoutes paradox.
Just found out about it. I'll join when I get on tonight.
That'll be awesome! Hope to se you soon in-game!
I call it, the Stoutes paradox.
My character Tsin'xing
Where are those purple.. ehh... my meds... waaaa
NUUUUUUURSE!
I call it, the Stoutes paradox.
1) Does the path-finding fix that happens after I submit the level fix the fact that my away team are a bumbling mess that get stuck behind any small obstacle?
2) Is there a way to add music, like Drozhana station? I built a dance club scene that looks decent but it needs a beat to work. I've tried adding sounds to objects but can't find any that aren't just a weird hum.
3) Is there any way to control whether NPCs beam in/out or just insta-fade?
My whole story is built around groups of characters who won't attack initially but do if certain conditions are met. This meant me building two identical groups and switching between the friendlies in enemy costumes and the actual enemies. I'm too far to turn back now, so if players have to see a weird beaming effect I guess I'm stuck with it, but if there's any fix you can suggest short of the drop-them-through-the-disappearing floor trick I'd appreciate it.
Thanks for any help! From looking through the forums, these may just be issues with Foundry I have to live with, but I've spent too much time on my level not to try and find a solution...
Well, pathing data isn't done until AFTER you publish (which IMO is counter intuitive in that because of this, there's no way to test pathing without publishing your mission, but most people get rid of the major issues they can in the editor, do a quick publish and playthrough -0 and if they see issues, immediately take the mission back down. But, yes, you will not have ANY NPC pathing while playtesting just in the editor.
Nope, there's no way to specify music on your map. When someones running it after a publish, the game engine will always randomly pick what music plays in the background.
Nope. (and I wish there was too)
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
To add what Crypticarmsman has said already; your forum limitation isn't time but postcount-bound . I believe when you reach 3 or 5 postcount you'll be able to create your own topic.
I call it, the Stoutes paradox.
I guess people will just have to live with some of those little idiosyncrasies for now -- maybe they're used to it -- and I'll plan the next one a bit better.
It's going to be called 'Murder at Kaybock Station' when it's up. I'm gonna need to test it awhile though, don't really know how the enemies stack up against a real team. It should be good for some cheap thrills when it's complete.
There's a trick that's been around for a while where you have a group of enemies behind an invisible wall. If/when you want the enemy groups to attack, you drop the wall. I often use this for the customary "monologue" that precedes a boss fight.
Depending on how you're story works, you could make use of the timid behavior and have them not attack until they're attacked first.
There is a specific NPC group that I use often because it's doesn't have a beam in animation, Targ Captain 01. Despite it's description, it's not hostile to the player. This allows for more seamless transition between NPCs.
In one particular case, I had a scene where the player is confronted when entering a room and must prove their identity by giving a password. I actually started with a group of enemies behind an invisible wall. If they answered correctly, I swapped out enemies for the Targ Captain 01 group. In both cases, the invisible wall drops when the dialog ends.