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-   -   New Tutorial: Making an inamimate object a contact (http://sto-forum.perfectworld.com/showthread.php?t=216781)

Archived Post 05-26-2011 07:03 AM

New Tutorial: Making an inamimate object a contact
 
http://starbaseugc.com/index.php/sto...ect-a-contact/

Enjoy folksies

Archived Post 05-26-2011 07:20 AM

Had to watch this without sound, but am I right in assuming you hid a Contact inside a Detail?

Archived Post 05-26-2011 07:29 AM

Indeed, when you get sound it will be a little clearer :)

Archived Post 05-26-2011 07:32 AM

So, this is highly dependent on the size of the Detail you're hiding the contact in, and if ever Cryptic decides to modify the Foundry (or their engine) to catch overlap violations, this won't work anymore? :confused:

Archived Post 05-26-2011 07:51 AM

Yes, there are certain limitations, the type of the map for one has an effect on the Y axis. So with a few props and the spider (the smallest contact in the UCG right now) this is perhaps the only way around the problem

Archived Post 05-26-2011 08:01 AM

Darn, the trick I used to create multiple chice dialogs before the branching dialogs were added to foundry is finally out.

Archived Post 05-26-2011 08:20 AM

Neat tutorial! I'm really happy to see other people making them. It's a useful trick, but it's too bad that we have to use npc costumes for the console instead of something more generic.

Archived Post 05-26-2011 08:38 AM

Quote:

Originally Posted by Kirkfat (Post 3558691)
Neat tutorial! I'm really happy to see other people making them. It's a useful trick, but it's too bad that we have to use npc costumes for the console instead of something more generic.

You can use a ship costume.

Also, I used this idea of "hiding" a contact inside a detail but for a different effect. Basically, I wanted to blow up a ship but have the player see it named as well as provide a plasma leak animation to the detail.

You can see both of these in my latest mission (in my sig below) on the first and second map.

Archived Post 05-26-2011 09:04 AM

Quote:

Originally Posted by Pendra37 (Post 3558649)
Darn, the trick I used to create multiple chice dialogs before the branching dialogs were added to foundry is finally out.

Umm.. that trick was out on SBUGC before dialog trees were added to the Foundry, or are you just being sarcastic now? ;)


Archived Post 05-26-2011 09:58 AM

Quote:

Originally Posted by LordOfPit (Post 3558764)
Umm.. that trick was out on SBUGC before dialog trees were added to the Foundry, or are you just being sarcastic now? ;)


Um, nope that is not it. Pseudo brached optional dialogs with NPCs outside the story board before actual branching dialog were in.

Don't you have a Deja Vu?

Well, I take you still haven't took the time to run through that mission. No worry thou, the trick is out and the branching dialogs made that approach obsolete anyway. But back in january, it was kinda advanced.


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