Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm sure this has been mentioned before, but, is it 'in the works' to allow us to re-use an object for a second, or even third Interaction?

example: Player encounters a disabled ship and needs to scan it(1). After scanning, initial damage reports relayed via pop up. Enemy encounter spawns. Defeats enemy, but now needs to finish scans(2). After second scan, player needs to attempt a transporter lock(3). Lock fails, so player needs to beam over.

as it is, now, I have the ship object for the first scan, and a nav beacon directly on top of the ship for the second scan, but I don't want to add a second blinking nav beacon for the transporter lock attempt...

any suggestions? i could remove the second scan entirely, but at this point, I'm leaning towards a 'more interaction = more interesting' kind of approach...


thanks!

d3n
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-06-2011, 05:39 PM
Quote:
Originally Posted by d3nalii View Post
I'm sure this has been mentioned before, but, is it 'in the works' to allow us to re-use an object for a second, or even third Interaction?

example: Player encounters a disabled ship and needs to scan it(1). After scanning, initial damage reports relayed via pop up. Enemy encounter spawns. Defeats enemy, but now needs to finish scans(2). After second scan, player needs to attempt a transporter lock(3). Lock fails, so player needs to beam over.

as it is, now, I have the ship object for the first scan, and a nav beacon directly on top of the ship for the second scan, but I don't want to add a second blinking nav beacon for the transporter lock attempt...

any suggestions? i could remove the second scan entirely, but at this point, I'm leaning towards a 'more interaction = more interesting' kind of approach...


thanks!

d3n
Here is what you can do. Place a small second object inside the first object for the second scan. Make the player think that they're interacting with the first object, when they're really interacting with a different one.

The only difference is that the first object will not flash when you're interacting with the second hidden one.

If you want, you could even put in 3 objects, giving players a choice of what to do.

For more on this, please watch my two tutorials: Multiple Dialogues (the cheat) and Interacting with NPCs

http://forums.startrekonline.com/sho...d.php?t=194800

I hope that they help.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-08-2011, 01:08 PM
thanks for the info! i've actually been keeping an eye on your awesome tutorial videos, and have watched them all! the tips are great, for example hiding something smaller inside a larger object, but that trick doesn't work for 'space.' the 'damaged miranda' ship i'm using as the object is rather small, and all of the other space objects are simple too large and stick out, or overlap, etc... even the damaged runabout is oddly sized. any other suggestions?


d3n
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-08-2011, 01:25 PM
Quote:
Originally Posted by d3nalii View Post
thanks for the info! i've actually been keeping an eye on your awesome tutorial videos, and have watched them all! the tips are great, for example hiding something smaller inside a larger object, but that trick doesn't work for 'space.' the 'damaged miranda' ship i'm using as the object is rather small, and all of the other space objects are simple too large and stick out, or overlap, etc... even the damaged runabout is oddly sized. any other suggestions?


d3n
thanks for watching. I would suggest changing the costume of the second object to something smaller than its default costume. Skin it as a mine, and see if there are any other costumes/skins that would fit inside of the Miranda. Please let me know if you find one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-09-2011, 06:16 AM
How about a ship - fighter derelict? That is really small, like 4x3x1. Or if that fails, try a blink effect.
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