Alright, so scoured the videos and walkthroughs I could find and either this doesn't exist or I just can't seem to search the right key phrase.
So, trying to have a few recurring locations that I want to have be a little more interesting and explorable. Part of that is that I want to make interactive people and objects that are not specifically part of the mission. Specifically, doors. I have a city that I'd like characters to be able to use doors to go up onto some of the scenic balconies (eventually putting NPCs for parts of the story up there when I get this working), also want to build some floating 'interiors' to the buildings beneath the land base so people can go inside. So, in order to do this I need to be able to do a couple things.
1. Make a triggerable object that A) when activated, teleports the user to another portion of the map, and B) can be interacted with multiple times. I know about hiding an object behind or underneath what I want to be interactive, but don't know how to make it interactive without it being a quest objective.
2. Have NPCs that will hold a dialogue with you whenever you talk to them, regardless of where in the map's mission you happen to be.
2-b. Also would be nice if I can make them context sensitive without being quest objectives.
If anyone can either let me know how to do this or point me to the tutorial I missed that explains it, I'd be grateful.
Well, being able to access balconies is basically impossible unless you make a custom building. The standard buildings have no doors. If you make the building from scratch using the building blocks, walls (from detail objects) then you can do this. One trick is to graft a custom building onto a large pre-made building, to make it look like it's one large building, but where you only have access to part of it.
As far as the NPCs, what you need to do is set default text. That way they can be interacted with at any time. In order to make them context sensitive you need to edit what dialogue buttons are available depending on the mission situation.
Down at the bottom of the screen, you'll be able to select each button in the dialogue editor, and then to the right of it, you'll see a window where you can set triggers like with other objects. If you don't see it, you may need to resize the center window (sometimes if you have a really long text string, it will not show the trigger settings with normal window size).
I thought there had to be a way I was missing. I mean, the turbolift thing can take you to different parts of a map, right? I was just hoping to do that with another object. I mean, there's even prefab maps with different isolated sections of map such as the ship interiors, many of which have engineering and crew deck on the same map, just in different corners, so i figured there has to be a way to put in a 'travel between' button.
And the buildings do have doors, they're just not single-targetable objects. so you take a small object (I like the Horta Egg) and put it inside the structure of the building by the door you want triggerable, and make the object what you actually interact with.
My logic process was:
1. Place Horta Egg behind ground door, name it ground door
2. Place Location Marker in front of the balcony door on the terrace, name scenic view
3. Add possibly mythical script that, on interacting with the "ground door", the player is moved to the "scenic view" spot. (this is the part I'm trying to track down, that and making it possible to activate the horta egg more than once).
You would then do the reverse to make it so you could 'use' the balcony door to go back to the ground.
PS - thanks for the NPC bit, I got all caught up in doing things the elaborate way that I forgot basic chat. Though that means I'll have to go back to making a few of the interactive NPCs contacts instead of friendly troop units with objects hidden nearby.