Okay, so I've got a scene where a bunch of desperate civilians are mobbing a location where your crew is unloading relief supplies. I've got an objective to "defuse the confrontation" with two options planned:
- Have a couple shuttles drop flash bombs to scare them off. (This pisses off the local religious leader in option #2.)
- Go find a local religious leader and have her calm them down.
Any ideas how to design the triggers?
Answers
i have been messing around with idle animations and the like lately to do something similar in one of my stories (it's actually the reverse. the group starts in a calm posture and them transitions to an aggressive one to simulate a revolt). I've found the idle animation most often will be the first animation played and have tried setting up two animations.
- first the idle set to a low weight with a long execution time
- then a second animation (like chat since you don't have to add chat text) with a slightly higher weight and a long execution time
the idea is they will start with the idle animation and eventually pick the second animation. if you can time the change to take place behind a dialogue pop up it would appear seamless. It's tricky and I've haven't gotten it work just like I want but you may find something I haven't.
That was what I was planning to do, but the problem is how to link it up with solving the objective.
What I want to be able to do is have a dynamic dialogue tree with an NPC contact (your ship's quartermaster) that shows and hides dialog options depending on whether you call in reinforcements or go find Astraea. In other words:
In either case the "Dialog with Contact" objective with your quartermaster is completed and the mission advances. The issue is, I'm only getting options to show/hide the dialog options based on "Objective in Progress" and "Objective Complete".
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
EDIT: oh, it's level 61 fro some reason. standby i'll need to change a few things.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
I made a video for my reference. If you don't mind I'd like to upload it to YouTube as a Foundry trick.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
but kludge?
kludge [klooj] noun, a software or hardware configuration that, while inelegant, inefficient, clumsy, or patched together, succeeds in solving a specific problem or performing a particular task.
Which is par for the course with the Foundry...
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
i suggest you post a link to your youtube when its done, i use that map for a lot of different testing. this way folks can see the answer. up to you.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
There are certain neutral beast npc mobs that do not have beam in/out animations. They just fade in/out, it's far less distracting and you can reskin them with any costume. I can't remember specifically which ones off the top of my head atm.
I know one of them is "Attack Saur (neutral)", which spawns a single Gorn saur sans beam-in that you can reskin, but with the number of NPCs I'm using (five Fed ensign groups reskinned as custom Cardassian civilians) I think the cost in time would be prohibitive.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
Ps. i usually have the objective route open up when the final dialogue of each of the optional paths is reached