Naming objects properly is absolutely essential in order to create anything complex. http://en.wikipedia.org/wiki/Hungarian_notation Good naming convention can also speed up mapping through the use of the sorting. With that you can organize stuff into group like sections. Object duplication copies the triggers as well. So…
I'm not 100% sure, but I think there are 362.880 different states of a 3x3 sliding puzzle. Constructing one in foundry, even as a dialog, is humanely not possible at the moment.
Some time ago I made an app that automatically and immediatelly converted the camera coordinates to usable metric values. It also calculated Y offset for absolute reference. Also had a feature to note multiple objects and adjust locations according to freecam movement.
The combat, story tagging is not a good solution because most missions contain both elements. So it is not a digital measure. The question is the quantity. So these should be rated instead. One rate for combat, one for story with this scale: None, Minimal, Ok, Heavy, Extreme And then, you can order by the star rating. You…
I brought up this idea some time ago, and I still think it would be a good solution: Missions of The Day/Hour First of all, introduce multiple ratings, Combat/Grind and Story. Then, each day, or even each hour, select missions randomly. 4 missions with grind rating 3.5+ 4 missions with story rating 3.5+ 4 missions with…
More and better textures on slabs and solid walls. 10 additional space wall types (2 Fed, 2 Rom, 2 Klg, 4 generic) 6 additional opening doors. 2 Rom, 2 Klg, 2 generic 4 carpets 5 food related items. Such as plates with meals and empty. 5 vehicles. Cars, trucks, tanks whatever. Solo Toolbox, Fire extingusher, Bomb, Book,…
Theoretically everything is AND in foundry. Anything OR is considered a bug. IIRC dialog completes were OR. No matter how many dialog completes you set up for a trigger, it was enough to complete one for the trigger to go off. As far as I know that was the only OR. This reminds me to an interesting thing. The triggers go…
- Static space effect Use is carefully. It disables the full impulse ability and the minimap, too. Players may not like to crawl around blind. - The outside of storyboard type of branching It is a great tool for branched missions with some restrictions. You will need to spell out clearly what the player may need to do. You…
For example, you need something from a ship. You can decide to blow it up, or presuade the captain to meet you. If you fought, you get a message, the wreck scattered in District 124. If you talked and offended the captain, you get a message to transport to District 328. If you talked and impressed the captain, you get a…
The hostage situation scenario is fully doable. In my old mission Hijacked! (ST 25th Anniv remaster) you had the following possibilities: - Abort the mission - Take down the guards and ++leave the hostages, ++blow up the hostages, ++free the hostages - Transport to the captured bridge - Transport a bomb to the captured…
Once I had a mission where the captain had to take the decision: Help someone and risk violating the prime directive or go away. I placed a small area trigger into a space map. If the player chose to help, a sat was spawned in the zone to show the exact position. Otherwise, he got a short debriefing and was instructed to…
I made a map filled with cubes and then killed them with the kill button. They dropped plenty of loot to sell off at vendors. This results lots of EC at the end.
@linyive I understand the theory behind your method. I'm interested how it works in practice. This could be best presented via a real mission or the docs. donperk Send me your email, I will send one of my missions.
I loved how Babylon-5 handled the endings. There was a big bang, then the reveal then you got to see the consequences. The whole story was put into a frame.
Great argument, too bad it is irrelevant in our context. A more compelling argument would be to present the dialog tree I asked earlier in word. From that, we may be able to learn one thing or two.
I actually do mind if the mission starts in social zones. Especially if it involves SB1. 90% of the time, it is completely unnecessary and deals with the panel next to the transporter room. I think I played 1 (one) mission so far, where the use of the social map was more or less justified. It is the 26th century and my…
Last dialog box: Helm: Captain, message coming in from SFC. Now that the mission is over, they request the ship to resume the patrol of Romulan space. Reply: Yes, plot a course to the .... system, warp 9. Engage. And it is not a problem anymore if you spawn back in Romulan space. Trigger Transition dialog 1: Captain: Helm,…
My main woe with the extensive (or any) use of sector space is this: It is not FUN. It is BORING. It doesn't add anything to the story. On the contrary, it distracts the players. It breaks up the story and you may lose the player's attention altogether(A.D.D. generation WTF). You may see it as an immersion enhancing tool,…
There is no easy way to add the ability for the player to go back to sector space mid mission. Also, that is generally not well received by players, so just forget it. You should use the usual way to mimic warp travel. It is not too hard to do, but requires good knowledge of triggers. There are multiple tutorials on this,…
Umm, I'm not sure you understand what linyive meant. Linyive suggested that you write the story in word and then copy-paste the sections to the foundry dialog boxes. Not something that exports the mission you currently play to word with all the dialog branches linked and visible. As I understand, that is what you are…
Yeah, altering story elements based on player feedback is unimaginable for people who create perfection on the first pass. I tried to check your missions to see how your method fares in practice. I couldn't. Well, here is one to you. Please show us a word for this dialog tree: Dialog starts. Player has the option to do a…
Writing the dialogs in word have drawbacks. The more elaborate branching you do, the harder it is to follow what goes where. Also, you need to see the text in game before amending it. Mainly length and density are the important factors there. When I see that a dialog box is too text heavy I start to mod it until I'm happy.…
I made a little tool for that. Load up the screenshot you made, the app added transparency to the slider rules, leaving the sliders themselves visible. After that, you had to align the movable sliders with respective non movable ones on screen. And finally, you ended up with the exact same face/body proportions. I could…
Before the costume import, I used screenshots with transparency, always on top and 50% alpha blend. With this semi transparent overlay, I could quickly adjust all the sliders exactly as they were on the original image. No alt-tabbing or stuff.
So, open word, go to Tools - Macro - Macro, Click create new, add a name and then copy the whole thing above the End Sub line. Load the export file into word. Go to Tools - Macro - Macro, select the macro you just created and let it run. You should end up with the text parts only in word.
Dim singleLine As Paragraph Dim lineText As String Dim dline As Boolean For Each singleLine In ActiveDocument.Paragraphs dline = True lineText = singleLine.Range.Text If InStr(lineText, "PromptBody <&") > 0 Then dline = False If InStr(lineText, "PromptBody """) > 0 Then dline = False If InStr(lineText, "Description <&") >…
http://sto-forum.perfectworld.com/showthread.php?t=252764&page=2 Maybe someone still has it. I know I do :D. The parsing is extremely simple: Collect the lines that contain these values PromptBody = Text Action after it = Button text Description = Mission text Remove ", <&, &> marks and replace the \n with enter. And that…