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Foundry questions

rancidmojorancidmojo Member Posts: 16 Arc User
I have questions about the foundry that perhaps someone can help me with.

One is technical.....I'm working on my first foundry story and I'm almost done but I see 2 tasks listed unfinished in the pane. One says a costume must be selected for dialogue and the other says text must be filled in. When I click on them it takes me to the beginning of the story which has neither of those things missing that I can find.

I went through the story this morning correcting typos and making sure everything was done and could find none of the "missing" elements listed. I don't quite know what it means. When the maintenance is done on the server I'll look again but thus far I am at a loss.

The other question I have is something I may have to change. I have a part in the story where the character tags an item to be beamed out. When I test it the beam out effect works on the character not the object. The character becomes invisible for a few moments, but that's not what I wanted obviously. Is there a way to beam out objects after an interaction?
Post edited by rancidmojo on

Comments

  • thay8472thay8472 Member Posts: 6,164 Arc User
    edited April 2015
    Missing costume could be a NPC contact you haven't selected a skin for when you talk to it. (Most likely a space contact) (Or it could be something you had as a contact for ground but deleted the costume being used)

    or

    Make sure you haven't plopped down one of those random dialog bubbles... that'll complain of the same thing too.

    Text one could be the mission description. Failing that you have a dialog box in there somewhere without text.
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    Thank you for the Typhoon!
  • rancidmojorancidmojo Member Posts: 16 Arc User
    edited April 2015
    I'll double check that, thanks. I wish the error message would give a bit more detail, but hey, whatever.

    I had wanted to publish the mission so I could run one of my real characters through it to check on the animations. (they seem to be wonky in preview mode).
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited April 2015
    look in your dialog tab, sometimes a rogue dialog shows up there and the error checker doesnt know how to take you to it properly.

    For note, the editor will be down for an indeterminate amount of time starting with the Season launch today, so you will have to wait a bit in order to make your changes.
  • rancidmojorancidmojo Member Posts: 16 Arc User
    edited April 2015
    castsbugc wrote: »
    look in your dialog tab, sometimes a rogue dialog shows up there and the error checker doesnt know how to take you to it properly.

    For note, the editor will be down for an indeterminate amount of time starting with the Season launch today, so you will have to wait a bit in order to make your changes.

    Yeah, I know...its a shame, too. I'm retired (army...and I'm not that old :) ) but I've been going back to college and working on a business with an old friend. Today is one of the few days this week where I have some free time to do this stuff.

    I had hoped to at least figure out how to do the beam out an object stuff this morning, but I'll have to wait. For all I know it works fine once published just not in preview mode. (I doubt it though....it seems to easy for that to be true. Though you'd think that would be something easily made available to people using the founder to make missions.)
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited April 2015
    well from a purely testing standpoint, if you have access to tribble, the foundry there should still be turned on, granted you wont want to build your mission there as it wont get anywhere near the same exposure, you can at least use it as a testbed to play with things like getting a mechanic to work.
  • commandermiccommandermic Member Posts: 124 Arc User
    edited April 2015
    rancidmojo wrote: »
    The other question I have is something I may have to change. I have a part in the story where the character tags an item to be beamed out. When I test it the beam out effect works on the character not the object. The character becomes invisible for a few moments, but that's not what I wanted obviously. Is there a way to beam out objects after an interaction?

    beaming out properly is a bit complicated, but possible. i had explained this some time ago here:
    http://sto-forum.perfectworld.com/showthread.php?t=1165341

    beaming objects is also limited on a few things. there should be some objects in the costumes which you can use for npc contacts (or npc groups). as far as i remember, there is also a "beam out object" animation which looks a bit different than the standard beam out animation.
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