Lieutenant
Join Date: Oct 2013
Posts: 30
- Alternate map possibility v1.
Massive triggering and heatwave effect. Heatwave effect changes the backdrop! So pick the Night sky star backdrop and turn on and off the heatwave using triggers.

- Advanced sanner (V button) usage .
The scanner always point toward the nearest triggerable object. Story board or otherwise. The scanner doesn't point toward reach markers.

If you want to hide a triggerable object then add a small reach marker around the object. Entering the reach zone spawns up the real triggerable object. So the scanner will not point toward the target object until you move like next to it.

The other way around. You want the scanner to point toward a reach marker. Add some small object with a simple trigger task. As the player follows the scanner and enters the reach marker, poof, you spawn off the triggerable object. Practically you added scanner pointer to a reach marker.


- Reach marker fun:
The only trigger object that doesn't require actual interaction is the Reach marker. With that you can have the player to "do" various things without him knowing. So you can add an underlying layer of mission rules without making that layer too obvious to the player. I wish we could trigger the reach markers on and off.
For example, you check the order of execution of parallel Story board objectives.


- Dynamic lights:
The best light emitting objects are the yellow plasma leaks. They work great below ground or over the ceiling, too. Works perfectly in case of dark backdrops.


- Build stuff below ground!
Why good? Because they are not triggered so your BOFFs won't fall through the floor. Add the respawn point under the ground and kill the player nearby. The player will spawn up below ground, in the complex you built. Alternatively, you can use the teleport trick. For example, you want the player to go down to a mine shaft without map change.
In the mission The Long Sleep you started on board of a shuttle. Picked the landing point (moon or planet), eventually got transported to an underground facility, then to the court martial room. All that without map change.
You can even place windows to your "underground" buildings because the hills are not textured from the inside. You will just see the outside region. Also, worth mentioning, that you can have a 100% flat water map. Just somehow mask the ceiling because you will see the trees from below.


- One of the winter maps has a hole in the ground from which is so deep and steep, the playe can't escape. Great for a real and unexpected drop trap. Or maybe to "dig treasure up". On that map, the hills are textured from the inside


- Multi map variables + alternate maps v2:
If you really want to be highly advanced and branched, you can do multiple map branching. Consider this like old code type saves. You do the mission and before map change, you get a message that "Your access code is 216". And as you enter the next map, you are asked for the access code. Now the access code can be different based on the stuff you did on the map. If you did good, you get a code of 785. If you screwed up, you get the code 452 etc.
You don't need to use numbers. You can use colors. Or order of stuff. The point is, you get your status code, which you enter in a "masked" way on the next map.

Last edited by pendra8080; 11-16-2013 at 04:19 PM.
Lieutenant
Join Date: Oct 2013
Posts: 30
# 2
11-13-2013, 02:47 PM
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 message to transport to District 557.

Next map, you start in the transporter room and your chief asks destination. You say the correct code and add loads of triggering.
If you enter 124, the transporter room triggers off and you end up at the crash site. After you locate the item, yout engineer tells you: "To power up the device follow this wiring order: White, Blue, Green"
If you enter 328, you meet an angry captain in a settlement and fight a lot, and maybe get "transported" to the enemy ship via triggering. After you locate the item, yout engineer tells you: "To power up the device follow this wiring order: Blue, Blue, Yellow"
If you enter 557, you meet a friendly captain in a settlement seal the deal. At the end, your engineer tells you the power up sequence is: Red, Yellow, White"
You can have as many of these as you want.
On the next map, you enter the colors and the game will know if you blew up the ship, or got the item in a friendly manner or whatever.
Lieutenant
Join Date: Oct 2013
Posts: 30
# 3
11-16-2013, 05:28 PM
- 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 can't relay on the story board. If the current mission section is not clear, you risk losing the player altogether (1 star will follow).


- Fun with Map dialogs:
If you Fail one, it will not close, but will be put to the side of the screen with an Ops button. You can bring it up as many times as you want, wherever you want. Just keep on failing it. You can use this for many things.
- A Hint system: This way, you can "save" a conversaion for future use. Remind the player what, where and how to do.
- A spec inventory: You may "collect" mission specific items on the map. Those don't show in the real inventory, and the player may have a hard time following the stuff he has at the moment. Simply make each item a button and switch visibility based on finding/using the item. With the button approach, you can even add some small text about the item or object (for hints)
- BOFF interaction tool: You can't invoke conversation with your BOFFs. But with some careful planning, you can mimic this using the never completed map dialog. For example, you have a station with 3 rooms. Set up one reach zone in each room and tie the reach triggers. When you enter room 1, 4 buttons will spawn up in the dialog:
Ask... Tac officer about room1. Sci officer about room1... Raise ship or whatever. See hints.
- Optional story board
http://sto-forum.perfectworld.com/sh...d.php?t=568261


- Randomization

The reach marker way. Scatter the area with smaller radius reach markers randomly. If we assume, the player walks around in a somewhat random pattern (exploration mission, for example) he may or may not hit the markers. So say, if he hits marker 1, 4 and 7 a big explosion goes off. If he hits 3, 4 and 8 it starts to rain.

The combat way. You can mimic timers by having 1 strong group kill a weak one. If you pit 2 similar groups against each other, the outcome may vary. Both teams have a chance to win, thus you can invoke 2 events based on the elimination of team 1 or team 2.


- Enterable buildings, the triggery way
This works best on Vulcan buildings, but good for all bigger buildings as well. Add a trigger that activates if you stand next to a door on the vulcan building. Then have the trigger spawn off the original building and spawn on one that is in slightly shifted. This way, the player will be placed inside the building without map change. You can leave the building the same way.


- Create barren, moonline planetscapes
There are 2 huge platfoms that help you achive this. I can't recall the exact name, but one is something meadow and the other is something crystal. You need probably 50 or those to cover the entire map seamlessly. If you play around with rotation and elevation, you may create ravines and craters. If you do really well, you can create holes on the surface and build caves or structures underneath. Hint hint: Black walls double as Monoliths...


- Increasing the starting level
If you add say Borg to a map, you will not use, the mission will still be like level 46.

Last edited by pendra8080; 11-17-2013 at 05:31 AM.
Captain
Join Date: Oct 2012
Posts: 2,032
# 4
11-16-2013, 09:19 PM
useful stuff here, specially the underground areas of a map idea, i am yet to try this myself, but i'd love to try it


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Captain
Join Date: Aug 2013
Posts: 5,346
# 5
11-17-2013, 09:21 AM
One minor problem with your "scatter reach markers randomly" idea. "Component Reached" triggers on OR, not AND. In other words, the effect tied to it will go off when the player hits any of them, not all of them.
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Lieutenant
Join Date: Oct 2013
Posts: 30
# 6
11-17-2013, 01:06 PM
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 on and off only once.
Say you have an object not spawn in yet. You somehow complete the OFF state requirements earlier than the ON state. The game turns the invisible object OFF. Later, you complete the ON state. So the game turns the object visible. However since the OFF state was fired already, it will not fire again. Meaning the object will stay ON and there is no way to turn it OFF.
I could not find a practical use for this. The only thing that comes into my mind is a permanent block in case you completed something in the wrong order. But that can be achieved easier I think.
Career Officer
Join Date: Jun 2012
Posts: 993
# 7
11-17-2013, 01:29 PM
Quote:
Originally Posted by pendra8080 View Post
This reminds me to an interesting thing. The triggers go on and off only once.
Say you have an object not spawn in yet. You somehow complete the OFF state requirements earlier than the ON state. The game turns the invisible object OFF. Later, you complete the ON state. So the game turns the object visible. However since the OFF state was fired already, it will not fire again. Meaning the object will stay ON and there is no way to turn it OFF.
Persistent toggle-switch triggers would solve problems like this, and have been requested by a number of Foundry authors over the years, but it's never been particularly high on anyone's wish list. A few Cryptic missions appear to use them or a similar mechanic.

Last edited by paxfederatica; 11-17-2013 at 01:38 PM.
Lieutenant
Join Date: Oct 2013
Posts: 90
# 8
11-18-2013, 07:55 PM
Quote:
Originally Posted by pendra8080 View Post

- Enterable buildings, the triggery way
This works best on Vulcan buildings, but good for all bigger buildings as well. Add a trigger that activates if you stand next to a door on the vulcan building. Then have the trigger spawn off the original building and spawn on one that is in slightly shifted. This way, the player will be placed inside the building without map change. You can leave the building the same way.
Wait a second... what?! I don't totally understand what you just said, but I want to do it! Can someone elaborate? I've been watching Kirkfat, but I haven't stumbled on this trick so far...
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Captain
Join Date: Sep 2012
Posts: 1,761
# 9
11-18-2013, 08:05 PM
You have the walls spawn around the player and the building dissapear. I have the player enter a Klingon tavern this way in the project I am working on.
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Rihannsu
Join Date: Jun 2012
Posts: 14,317
# 10
11-18-2013, 10:25 PM
Quote:
Originally Posted by paxfederatica View Post
Persistent toggle-switch triggers would solve problems like this, and have been requested by a number of Foundry authors over the years, but it's never been particularly high on anyone's wish list. A few Cryptic missions appear to use them or a similar mechanic.
I have high hopes for toggles. They added that functionality to Neverwinter. But the question of when we'll get it may never be answered.
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