Career Officer
Join Date: Jul 2012
Posts: 449
# 241
12-22-2013, 03:55 PM
-Odyssey Uniforms

-Yamaguchi Variant for the Ambassador

-Working Vesta-class

-Yridian NPCs
Commander
Join Date: Aug 2012
Posts: 368
# 242
12-26-2013, 07:15 AM
I don't know if I've already said any of these, but...

* Tier 1-5 Refit Ship Costumes (as of now, the only one I think we have is the Tier 2 Escort.)
* All new ground costumes for characters.
* All new starships, including multi-faction and lockbox vessels.
* Customizable warp out animation (transwarp, etc.).


* Customizable, Fixed NPC Group spawns (not autoscaling).
* Friendly/Neutral/Enemy adjustable tab for individual NPC groups instead of having to use costume reskins.
* Editable "Interact" button for default prompts on NPC Contacts.

*Fully customizable interior maps
*The ability to merge a selection of objects into a single object (for example, I recently built a Klingon Starbase out of many different objects in the foundry. It would be cool if we could merge that construction into an object of its own, similar to costumes.)
*Truly INVISIBLE objects (no visible name, nothing. Like a usable invisible wall.)
More anything?
"MORE EVERYTHING!"
-Jerry Seinfeld on Star Trek Online Content

Foundry Works: Uncharted
Lieutenant
Join Date: Apr 2013
Posts: 94
# 243
12-26-2013, 09:31 AM
The Voth Fortress map from The Breach. I'd like to be able to recreate scenes from that instance and make it a part of a narrative.
Captain
Join Date: Jan 2013
Posts: 708
# 244
12-27-2013, 12:19 PM
Starfleet command
There are actually other players in this game? I thought they were just npcs with varying levels of AI. - starkaos
Captain
Join Date: Dec 2012
Posts: 523
# 245
01-03-2014, 10:39 AM
I know everybody wants maps and more object oriented assets but can I stake the case that's been made before in regards to object placement and management while in-map? I think the greatest asset to the foundry is probably an in-map tool that lets you lower/heighten or physically drag items into the map. Even if we don't get a single new object asset, that alone would mean a world of wonder for completing projects.

Also a float up/fly command to view objects from different perspectives would also mean we could help eliminate unsightly placement and texture fighting issues.


Last the map editor organization is highly limiting. There's no way for us to create layers we can auto-pop onto the map. A layer system will help us lock groups of objects into a y axis we could use for quick fixes or editing. As it is now, every time you place an object onto the map they will overlap other objects making it extremely difficult to keep track of visually should they encompass other objects.


Those three major things alone would greatly improve the foundry all together.
May good management be with you.
Community Moderator
Join Date: Jun 2012
Posts: 3,614
# 246
01-08-2014, 11:28 AM
tl;dr version: Beam FX and Fire extinguisher interact animation

Full version:

I decided to dust off one of my languishing projects last night... and ended up giving up again out of sheer frustration.

Main reason? Entirely too dang difficult and non-intuitive to make it look like my injured crewmen were being beamed to sickbay instead of fading out like ghosts. You can't set two different animations on the same actor, and so you can't beam out somebody who's lying down.

Can we have a set of Beam FX that we can trigger off both components and objectives?

I tried using 'ghost' objects under the floor and beaming those out when the crewmen disappeared, but it was unreliable when I playtested it in the editor. Not to mention it still didn't look right.

No, let me beam out whatever I want, whenever I want, without fiddling with animations. Give me an FX I can make visible and invisible and trigger off the thing I'm making disappear (or appear). Might as well give us the Starfleet, Klingon, and Romulan versions.

That, or let us set an animation that plays one time when the object becomes visible, and another animation that plays one time when the object becomes invisible. But FX should be an easier thing to make happen.

Beaming in and out is such a basic trope in this IP that it's astonishing why it's not easier to do.

###

My second request? Can we please have a fire extinguisher animation? The closest thing I can get to put out a fire is to have them draw a pistol and wave it around.
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Empire Veteran
Join Date: Jun 2012
Posts: 5,707
# 247
01-08-2014, 11:43 AM
Yes please on the beam out thing. We really need it.
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Lieutenant
Join Date: Jan 2014
Posts: 80
Ok, I have searched and have gone through multiple tutorials, but most of the information I can seem to find is built upon a previous version of the Foundry. I will make this question short and sweet: What is the easiest way to disable (not destroy) an enemy NPC ship?

My goal is simple: Objective #1 is complete, Romulan Warbird uncloaks and attacks. Part of the storyline is there is a hostage aboard that ship so your goal is to DISABLE the ship, beam aboard and rescue the hostage. Obviously, destroying the Warbird would ruin the point of the objective.

Is there a trigger we can use to, say, flip the enemy to a friendly when their hull reaches a certain percentage (say 30%)? As it is now, all of the information I can find tell me that we have to destroy the enemy ship and have a new identical ship appear immediately after the objective is met. However, I don?t know where the enemy ship will be destroyed at? it would make no sense, for example, to have a player kill a ship then have to for whatever reason fly back 25K + just to reach the disabled version to continue the story.

HALP! It took me forever just to figure out how to have a friendly NPC ship warp out after a popup dialogue had been completed. I find it completely cumbersome to have to set up two identical ships, have one become invisible at the beginning of the mission and the other visible so you can ?swap? them? there has to be a better/easier way, right? RIGHT?!
Captain
Join Date: Jun 2012
Posts: 2,473
# 249
01-28-2014, 02:56 PM
Quote:
Originally Posted by prierin View Post
Ok, I have searched and have gone through multiple tutorials, but most of the information I can seem to find is built upon a previous version of the Foundry. I will make this question short and sweet: What is the easiest way to disable (not destroy) an enemy NPC ship?

My goal is simple: Objective #1 is complete, Romulan Warbird uncloaks and attacks. Part of the storyline is there is a hostage aboard that ship so your goal is to DISABLE the ship, beam aboard and rescue the hostage. Obviously, destroying the Warbird would ruin the point of the objective.

Is there a trigger we can use to, say, flip the enemy to a friendly when their hull reaches a certain percentage (say 30%)? As it is now, all of the information I can find tell me that we have to destroy the enemy ship and have a new identical ship appear immediately after the objective is met. However, I don?t know where the enemy ship will be destroyed at? it would make no sense, for example, to have a player kill a ship then have to for whatever reason fly back 25K + just to reach the disabled version to continue the story.

HALP! It took me forever just to figure out how to have a friendly NPC ship warp out after a popup dialogue had been completed. I find it completely cumbersome to have to set up two identical ships, have one become invisible at the beginning of the mission and the other visible so you can ?swap? them? there has to be a better/easier way, right? RIGHT?!
Once a enemy starts firing, it doesn't stop until it explodes. You might try doing something like 1. Don't put the enemy as part of a kill enemies objective 2. Have the player do something in battle like reach a marker or complete a popup that happens when the ship appears and starts firing, and 3. Set the ship to disappear using triggers

Set a new non-hostile npc to replace the one that disappeared.

By the way, instant answers to your foundry questions here. Just enter as a guest.
Lieutenant
Join Date: Jan 2014
Posts: 80
# 250
01-28-2014, 03:11 PM
Quote:
Originally Posted by kirksplat View Post
Once a enemy starts firing, it doesn't stop until it explodes. You might try doing something like 1. Don't put the enemy as part of a kill enemies objective 2. Have the player do something in battle like reach a marker or complete a popup that happens when the ship appears and starts firing, and 3. Set the ship to disappear using triggers

Set a new non-hostile npc to replace the one that disappeared.

By the way, instant answers to your foundry questions here. Just enter as a guest.

Thanks for the response. It seems odd to me that this wouldn't be a feature in the Foundry.... I'll check the link you've added as well.

Cheers
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