Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 One Man Away Team
04-25-2011, 07:21 PM
I have found a trick to have a one man away team. If you place the spawn point in a corner at the very edge, only you will spawn. If anyone else has heard of this trick can you help with it. I need to know if you can do this with a custom made hallway that you make on a map. If anyone know a trick please let me know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-25-2011, 07:38 PM
The problem with this is anyone who tries to play your mission in a group of real people is going to get really messed up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-25-2011, 07:44 PM
The mission I am trying to make is meant to be a single player mission anyway, ya know like on the show when Riker or someone is stuck on a ship or the holodeck by them selves......hope that clears things up.....can ya help anyway? Also can anyone help me with going from one map, say the engineer map from one ship to another map that is supposed to be another deck, I want to block one door to make it like a turbo lift to take me to another map but I can't figure it out. If anyone can help me with these things that will be great!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-27-2011, 12:58 AM
I have used this trick when the Foundry was on Tribble. It doesn't work anymore on Holodeck.

Well, it works as long as you are previewing your map but once published, your away team will be with you no matter what.
Sorry.


If you want the player to be alone, I suggest give him an OOC opportunity to place his away team somewhere.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-28-2011, 01:32 AM
how do you do that i may ask?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-28-2011, 01:58 AM
I mean, just tell him to position his away team in a room or something. You cannot force him but if the player want's to experience the story as you intended it, he will do that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 Foundry instructional question
05-04-2011, 09:43 AM
Quote:
Originally Posted by emiluskalile
The mission I am trying to make is meant to be a single player mission anyway, ya know like on the show when Riker or someone is stuck on a ship or the holodeck by them selves......hope that clears things up.....can ya help anyway? Also can anyone help me with going from one map, say the engineer map from one ship to another map that is supposed to be another deck, I want to block one door to make it like a turbo lift to take me to another map but I can't figure it out. If anyone can help me with these things that will be great!
If you want the door to trigger the way to another map, you need to have something to interact with at that spot.
Perhaps an invisible object around a 10x10 in size at that location with a trigger to a popup asking if you want to get on the Turbolift. When you make your next objective on the next map (deck), you will get the map transfer box and will be able to move from there to the next map at that point.


As an example:


Your character approaches the door to the turbolift. When the character reaches the invisible object, set a dialogue tree to trigger at component reached (invisible object) and ask in a dialogue: Do you want to use the turbolift to go to Deck 5?
(That will imply that the door is a turbolift entrance)


The next thing in your storyline should be an objective on the next deck's map. This will trigger the Map Transfer box to appear above the objective in the storyline tree and in the game, and it will pop up right after you interaction with the invisible object is complete, then you can proceed with the example below.

You can make the transfer map text to read: Proceed to the deck 5.
You can have the button read: Use the turbolift.
After you do that, you will spawn at the next map's location.


This is just one way to do this, there are other ways. Just an FYI you can try to accomplish your goal if
I am understanding what you want to accomplish correctly.


You can get alot of great instructional info at StarbaseUGC and the Youtube video tutorials that can help you understand these thing as well. They assisted me very much in my learning process.

My Missions: Level 31+


Omega Directive Revisited (Part I - The Investigation) - Not precise Trek canon
Omega Directive Revisited II (Part II - Break the Link) - Strong Trek canon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-04-2011, 10:05 AM
I'm finding the foundry tools really aren't up to par with what I'm trying to accomplish at this point. I have written a story outline for a few episodes, but the requirements to accomplish some of the things in the story will just take too much time at this point. I'll probably just work on some of the assets and characters for now (as long as I can figure out how to backup and re-import them into other maps). I could probably make the foundry do what I want, but I know as soon as it would support some of these methods and more customization with ground maps - that I'd just end up re-doing all the work using the correct methods. I'll give it a month or so and see where things stand after season 4. I don't want to sacrifice story in order to make things "work"..

When it comes to story, I want to be able to bring the player into the locations, and not hack maps of other missions just to make them work.. I think the foundry is great and only going to get better, so I'll give it some time, and work on things that I can do now that will carry over when things are to the point I need them.

I'm in no rush, as the story will be there ready to be told when things are where I need them.

Thanks for all the suggestions, if I decide to go the route of "trap doors" and things, I'll give them a try - or figure out a way to explain the situation in the story..

Thanks again!

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