I've been working on a story and near the end, there's a contact the players meet and talk to. I want the contacts to beam out at the end of the conversation, but I can't figure out how to make that happen.
Also, I've been trying to make the final mission contact be the Admiral at Starbase Sierra, but I can't seem to find him in the list. Right now, the final report in happens kind of DURING the last conversation with your crew, and that's not how I want it.
Finally, I'm also using Vaudwaar as soldiers armed with projectile weapons. The problem here is that they're L51, which restricts the mission. Is there an alternative group I could use to simulate a lower-tech enemy?
Once, I was simply called Mojo. Now, I'm forced into a new name, but don't be fooled, I'm the original STO Mojo!
This game needs detailed crafting, exploration and interaction systems.
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As for different NPC groups if you don't want any level restriction you can use Fed, KDF (Klingon, Nausicaan etc) npc groups
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
My character Tsin'xing
A beam out animation isn't normally possible, except through workarounds. The problem with the workaround option is that the game doesn't scale threats evenly across levels, so the hidden threats that an author might use to trigger a beam out animation will not work uniformly across levels.
You can create decision points in your mission, but you can't create one that will permit the player to choose between leaving the map and continuing the mission. If you are careful, though, you can create forks in your mission that use the same physical locations, but offer different reasons for doing so. Map dialogues offer excellent opportunities for this when triggered by a storyline objective
My character Tsin'xing
Unfortunately the foundry doe snot have that capability. and from what snippets I have heard here and there, I believe even a Cryptic Missions couldn't do that.
You could do this with "optional" objectives using dialog triggers, but you can't branch actual objectives this way.
My character Tsin'xing