Lt. Commander
Join Date: Dec 2007
Posts: 120
I seem to remember a remark from Darren that it was possible to have some NPCs for "color" that do not tie into advancing the mission itself and are not an objective. How do I do that? I t seems the Pop-Up Dialog and Talk to Contact options only offer simple one NPC reply / PC question/respone dialogs, but nothing where I could provide multiple buttons leading to different texts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-04-2010, 09:05 AM
I have encountered the same issue.

Looking forward a dev or closed beta tester response to this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-04-2010, 09:13 AM
Quote:
Originally Posted by MustrumRidcully View Post
I seem to remember a remark from Darren that it was possible to have some NPCs for "color" that do not tie into advancing the mission itself and are not an objective. How do I do that? I t seems the Pop-Up Dialog and Talk to Contact options only offer simple one NPC reply / PC question/respone dialogs, but nothing where I could provide multiple buttons leading to different texts.
You can't have branching, multi-choice dialog yet.

However, you can fake it by adding default text to characters (including those non-mission essential NPCs). To do this:
  • Go to Map Editor
  • Click on an NPC you want to add flavor text to.
  • Enter text
  • Hit "Play Map"

Check out my mission "Bull-dog Days". This is the mission I showed off in part three of my video tutorial series.

3 out of 4 NPCs on the ground aren't required for completing the mission but they'll still have something to say. They range from helpful stuff to the mission to easter eggs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-04-2010, 04:09 PM
Did Cryptic bother to make an instruction manual for the Foundry? If not...we sure do need one. Well I need one at least.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-04-2010, 05:10 PM
Quote:
Originally Posted by ThetaNine
Did Cryptic bother to make an instruction manual for the Foundry? If not...we sure do need one. Well I need one at least.

Cryptic's Official walkthrough:

http://www.startrekonline.com/foundrywalkthrough

My unofficial thread with Video Tutorials:

Quote:
Originally Posted by Darren_Kitlor View Post
Unofficial Foundry Tutorial

===========

Background:
I'm working on a series of videos demonstrating how to use the Foundry toolset for Star Trek Online. While my script is laid out in a step-by-step manner, I realize I may not touch on everything that new users want to know.

With that in mind, I am offering to compile a video of Question and Answers on how to do specific things within the Foundry. If the question you asked can't be answered, I'll respond here.

If, however, you ask how to do something complex and either the other closed beta testers or myself can answer, we'll do so here and in a video format eventually.

So, let's get started!
Steps:
  1. Post your questions
  2. Get your answers (hopefully)
  3. See responses to select question in video format on YouTube!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-04-2010, 06:07 PM
Just wanted to add one thought here--actually got it from looking over one of Darren's missions (thanks!).

If you're facing two or more contacts and want multiple "talk to" buttons, you can stack contact tasks horizontally. By that, I mean, you can grab a contact box in the story editor and drag it so that it's beside another contact box. Hope that's clear.

The only downside of this is that you'll need to talk to both contacts before you can proceed with the story.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-06-2010, 11:14 AM
No use. Without the hability to continue and branch a conversation, I'm useless as a mission builder. I'm a Writer.

:-(

There has to be a way to make an actual conversation take place, and give the player the option to say this or that, with it branching into other dialogs and sentences for him to choose at, and with the possibility to make that produce an event.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-06-2010, 11:21 AM
I seem to recall there being another thread on this, and the official answer was "not at this time, and not for launch, but it's on the list" or similar.

The flowchart feel of the mission tool suggests there will be ways to make "either/or" conversations in the future, and I could easily see complex missions branching into up to 4 directions from a single dialog without redesigning the display (and another 4 off each if you really want to be annoyingly complex, lol).

When this is being laid out by the team, I hope they consider multiple outcomes as well, with completely separate possible endings.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-06-2010, 11:24 AM
Try my mission "starcrossed episode 1-time shift" under chooch99 for how i made npc diologues, ask me how i did it after if u thought it was ok till later tiools. My entire focus in testing so far was all 100% 0n branching diologue and npc personality.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-06-2010, 11:34 AM
I'm impressed with what the Foundry does so far, and with the fact that it has been very stable for me.

Still, at this point I don't believe it is possible to build missions comparable to any of the newer Breen or Devidian dailies, for example. (Only one of the Kelvani belt missions, where you just kill the 6 groups.)

If you look at the mission to rescue the captives, for example:
  • You can't have a single enemy ship that scales in level.
  • You can't have an NPC switch and become hostile.
  • You can't have branching dialog with different outcomes. In fact, I don't think missions can fail, they can only succeed or not complete.
  • You can't spawn in new groups.

Again, not to knock what's there, just to highlight some of the features I'd like to see.


EDIT: If I'm wrong about any of those points I'm happy to be corrected!
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