Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Multi-Approach missions
01-12-2011, 04:08 PM
Is there any way to create missions with multiple approaches to solve them? For example: to fight or to use diplomacy instead?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-12-2011, 04:11 PM
the multiple branching options are being worked on... but don't hold your breath waiting... get out there and learn how to use the Foundry toolset...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-12-2011, 04:38 PM
Ok, I've read some tutorials and played around a little bit and came to the next problem: how do I create an NPC that I can talk to but do not have to talk to? So it should be just an ambient optional dialogue.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-12-2011, 05:18 PM
Sounds like what you want is an optional objective or an "or" statement in the script.

This has not yet been implemented. As such, everything is linear. If you want to talk to someone it has to be an objective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-12-2011, 08:34 PM
I've added extra NPC's that you can just speak with without any mission objective that are related to them. You just add them in the map page, put the text in the chat box and you are done. Works well for NPC that are observing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-13-2011, 03:38 AM
Quote:
Originally Posted by Napoleon_BlownApart
I've added extra NPC's that you can just speak with without any mission objective that are related to them. You just add them in the map page, put the text in the chat box and you are done. Works well for NPC that are observing.
I wouldn't call that talking to them, more like listening to them.
Still, it's a work around until we get the functionality.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-13-2011, 04:48 AM
Quote:
Originally Posted by Napoleon_BlownApart
the multiple branching options are being worked on... but don't hold your breath waiting... get out there and learn how to use the Foundry toolset...
Sounds like in the latest Dan Stahls engineering report, that we might expect something in this being implemented into the Foundry?

In other news the Foundry continues to perform wonderfuly in Beta on the Tribble Test Server. The development team is preparing the first major feature update for the Foundry which will introduce some much requested storytelling features for mission creators. Once this update is on Tribble in February, we will begin to make plans to migrate the Foundry beta from Tribble to Holodeck so that everyone can begin to see the awesome fun that is making and playing player created content.

Full report can be found here: http://forums.startrekonline.com/sho...95#post3277595
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-13-2011, 07:55 AM
Quote:
Originally Posted by Tomka42 View Post
Ok, I've read some tutorials and played around a little bit and came to the next problem: how do I create an NPC that I can talk to but do not have to talk to? So it should be just an ambient optional dialogue.
Put an NPC Contact on the map, and then in their options for "Default Text" fill it in with something they say and it will be their ambient text when you walk up to talk to them and they are not part of any objectives.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-14-2011, 01:29 PM
Quote:
Originally Posted by Galactrix View Post
Put an NPC Contact on the map, and then in their options for "Default Text" fill it in with something they say and it will be their ambient text when you walk up to talk to them and they are not part of any objectives.
I've seen that tutorial too. But I want a NPC I can really talk to and ask questions without him beying part of the mission objectives. I've red through the upcoming foundry features and everything is there. I think I just have to wait some time and create simple straight forward missions until then.

One question remains: Does anybody know how to do multi language missions? I'm german and would like to add german text as well as english text.
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