Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-04-2010, 02:04 PM
I think the issue everyone is having is confusion with that first door/transition into your custom map. Unfortunately this first door must be somewhere that exists in the stock game. For example; You have a mission that takes place in a custom map, call it the Bobo System. Because the Bobo system doesn't exist in stock sector space, you must first fly to an existing system, say K-7, and use that door from sector space into your first map. The player will have two options when they arrive at K-7; "Enter Sherman System" or "Enter Bobo System" or whatever you decide for the dialog to say.

Annoying, I know, but if UGC authors were allowed to drop their own custom systems into sector space, or turbolifts into stock interiors, we would soon be swimming in a flood of custom solar systems and running through starbases that were nothing but endless halls of doors. It just takes a little creativity to present the player with a natural transition with this limitation in place.

I'll give another example that may give you some ideas. I've been working on a convoy escort mission. The missions starts by meeting up with the convoy at K-7. I can't drop custom NPC's into the sherman system so it's really just a dialog pop-up from one of my BOFFs that says the convoy is formed up and ready to head out. I click the button in the dialog box and transition to my first custom map, which exists on the premise that the convoy has had to drop out of warp because one of the freighters is having engine problems. From here on out, you are in a custom map so you can make whatever NPC's and interactable objects you want to jump to the next map.

Hopefully this has helped some people out and not caused more confusion. There are also some good tutorial videos out there to help folks get a handle on this. They are short, only about 10 mins i think, but should help you rapidly get up to speed on making custom missions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-04-2010, 02:32 PM
Quote:
Originally Posted by SeaCadt07 View Post
Annoying, I know, but if UGC authors were allowed to drop their own custom systems into sector space, or turbolifts into stock interiors, we would soon be swimming in a flood of custom solar systems and running through starbases that were nothing but endless halls of doors. It just takes a little creativity to present the player with a natural transition with this limitation in place.
True, but it doesn't mean that the different star systems have to show up in sector space. There are billions and billions of stars, just a few of which are important enough to be shown in astrometrics.

Turbolifts and interior doors would be an entirely different matter, of course. Although, complete decks of stations wouldn't be hard, as they'd be the way things are now. Enter ESD, go to Turbolift A, head to Deck 4,325,752. Okay, that's silly, but it would work.

Problem is that I'd like to have an entire set of space missions set around the same system that doesn't exist in-game. Which means I've got to think of some plot device every single time to get them to some place in-game to start the mission. It would be so much easier to have a "Warp to uncharted system" for the space maps.

EDIT: That's not to say I can't come up with something. But it'll probably be very very obvious and I don't like that.
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