User:Moin4673

Getting started

 * Start the game launcher and let perform any updates.
 * Click "Engage".
 * If not done yet click on "Buy Foundry Slots" and buy foundry slots.
 * On the character selection screen, select "Create Content" at the top.
 * Create dedicated foundry character

Create a new project

 * Click "New Project" in the top left.
 * Read and accept EULA
 * Enter name for project
 * OK

Tutorial

The tutorial project is availabe in game. Search for "STOWiki Guide".

Here is our plan for the tutorial: A ESD contact will send us to deliver some cargo to Kei, where we run into some Orions. Before we can deliver our cargo we will help the miners to defend their colony. The objectives should look as follows:

So our mission will require us to create maps for the Kei System (space) and Colony (ground, interior). ESD is a social map, so we will simply reuse it. We also need costumes for the ESD contact, Orion captain and Kei colony miner contact. We will create the miner from scratch and reuse premade costumes for the ESD and Orion contacts.
 * Go to Earth Spacedock
 * Talk to Market Speculator
 * Interact with Console on ESD to Take up Cargo
 * Go to the Kei System
 * Fight Orion Raiders
 * Repair Damaged Satellite
 * Beam Down to Colony in Distress
 * Talk to Miner
 * Fight Orions
 * Disable Spatial Charges
 * Deliver Cargo

Project

 * Click "Project" in the sidebar if you have not done so already.
 * Enter a short text in "Description"

Story

 * By clicking the "Story"
 * To place a new objective/dialog drag it from the library and place it in the main editor area.
 * You can also rearrange existing boxes in the story editor by dragging them around.
 * To delete a box, drag it to the top-left corner of the editor, where a trash can appears during drag and drop operations.

Hello [Rank] [LastName]!
 * Each story must start with a "Grant Mission Dialog" widget.
 * 1) Costume: The portrait that appears in the dialog. This cannot be a custom costume from the project.
 * 2) Style: The animation stance to be used in the portrait window.
 * 3) Text: The mission briefing displayed in the dialog window. This should contain directions where to go in order to start the mission.
 * Place the following text into the "Text" of the "grant mission dialog":

[MissionInfo]Go to the First City and talk to Cha'lak.[/MissionInfo]


 * Click the button under "Costume".
 * Click "Cryptic Map" and select "Qo'noS: First City".
 * click on cha'lak. (list on the right or in the great Hall)
 * Click "Okay"
 * click the button under "Animation" and select "Arrogant" from the dialog. Click "OK"

Talk to Contact
Good you are here, [Rank], I don't have all day. Here are the papers you need to transport the merchandize to your ship.
 * Drag a "Cryptic Maps" below the green flag under the "grant mission dialog".
 * Drag a "Dialog with Contact" below the green flag under the "grant mission dialog".
 * Change the "Mission Text" to "Talk to Cha'lak". This will cause an objective to appear in the mission tracker.
 * Change "Waypoints" to "Automatic". This will create white circle on the minimap at Earth Spacedock to make the contact more easyly to locate.
 * Click the Button next to "Contact". In the dialog select "First City" and pick the "Cha'lak" from the map or the list on the left. Click "OK"
 * Change "Animation" to "Arrogant".
 * Paste the following to "Text":

Have a nice day, [Rank].

[MissionInfo]Use the console next to the Market Speculator to transport cargo to your ship.[/MissionInfo]
 * You can now test play a mini mission by clicking "Play From Beginning of Story" in the top of the Editor window. When you are done, click "Return to Editor" in the "Edit Tools".

Interact With Object

 * Drag and drop a new "Interact With Object" objective at the end of the current story.
 * Mission Text: "Beam up Cargo"
 * Waypoints: "Automatic"
 * Object: Pick "Ein Stapel Kisten" from "First City"
 * Interact Text: "Beam up Cargo"
 * Animation: "Interact - Leaning 01" (this will make the character type on the console)
 * Duration: "Medium"
 * Test the mission. Note that the mission immediately finishes after the interaction bar has filled and you are given only a short notification that the mission has completed.

Popup Dialog
Transporter Room 3 has received the chest. We are ready to depart any time now.
 * Drag and drop a "Popup Dialog" to the end of the current story.
 * Costume: Click the button and select the tab "Bridge Officers". Choose "Tactical Officer (Ship)".
 * Style: "(Default)" will do.
 * Text: Copy & paste the following:

[MissionInfo]Leave the First City and travel to the Kei System in the Vulcan Sector.[/MissionInfo]
 * ??? Button: Leave "Continue".


 * Test the mission to verify how the popup dialog is automatically played after the interaction is completed

Maps
Since the Kei System is a patrol map, it is not (yet) available as a template. So we will build the map from scratch.
 * Switch to the map editor, if you have not done so already.
 * Click "Create Map", the "Create New Map" dialog opens.
 * Map Name: "Kei System"
 * Type: "Space"
 * Custom Map: Yes
 * Click "Create"

We want to replicate the look of the Kei System: A class M planet, some asteroids and a yellow/green background.

The background can be switched easily:
 * Select the "Kei System" in the sidebar
 * In the properties pane at the bottom click the button "Backdrop" (should read "Stars Only 01")
 * click the button next to "Backdrop Template"
 * In dialog type "Yellow" in the search box
 * Select "Yellow Space 04" from the list.
 * Click "OK"

We will add more scenery to the map later on.

Placing, editing, and removing objects
We will now create the scenery for the Kei System.


 * 1) Zoom out, until you see the whole map (mouse-wheel or slider in the top left of the editor)
 * 2)  Drag "Spawn Point #1" to the bottom left of the map, somewhere near the last intersection of the big grid lines (roughly X = -2900, Y = 0, Z = -2900).
 * 3) Rotate it, so the player will look to the North-East-East (ca. 60°). Either grab the circle surrounding the spawn point or enter the value manually into the properties pane.

Add map

 * Click "Story"
 * Drag Kei System Map to the end of the Story
 * Fill Transition Form "Leaving Qo'nos: First City"
 * "Leave From": Whole Map
 * "Costume": "Science Officer"
 * Animation: [Default]
 * Text: "Warp zum Kei System"
 * Button: "Warp"
 * Fill "Project Map":
 * Map Name "Kei System"
 * Mission Text "Verteidige das Kei System"

Kill Enemies

 * Drag and drop a "Kill Enemies wdget" to the Project Map "Kei System" at the end of the story.
 * Mission Text: "Defeat Borg Raiders"
 * Waypoints: "Automatic"
 * Encounter: Leave blank since we do not have any orion ships created yet (we will need to create a custom a map later on so we can place them)
 * Click "Add Component" twice, so we have a total of three encounters.

Place Enemies

 * Click "Maps"
 * Unfold "Kei System"
 * Click ""
 * Drag the 3 Encounters from the right onto the map (2 squares distance to the spawn point)
 * Click on "Encounter #1"
 * Name it "Borg Raider"
 * Click Button next to Encounter to "Borg squadron - Frigate 01"
 * Click Behaviour to "Wahrer Kampf"
 * Same with "Encounter #2" and "Encounter #3"

Reach marker
When the player has defeated the Orions we want him or her to approach the mining colony to beam down. This is a typical "reach marker" objective

We are in Transporter range.
 * Drag and drop a "Reach Marker" widget to the end of the current story.
 * Mission Text: "Beam Down to Colony"
 * Waypoints: "Automatic"
 * Marker: Leave blank since we do not have created the map yet.
 * "Reached Text":

Again we need to come back to this objective in order to fill in the specifics when we have a map for the Kei System.

Map transitions
We will deal with map transitions shortly when we create the Kei System map. Note however, that there is not yet a map transition between the popup dialog and the kill enemies objective. That is because we have not selected any enemy groups yet. When we do select an enemy group to fight, the Foundry will automatically check if it needs to insert a map transition.

Parallel objectives
It is possible to have several simultaneous objectives, if all these objectives have to be completed in order for the mission to progress. This is the mechanic known from "system patrol" missions, where the player may decide in which order to visit the systems.

In order to create a parallel objective drag a new objective from the library directly on top of an already existing objective. The story editor automatically wraps both objectives in a "Complete All" box indicating that all objectives (or objective chains) in the box have to be resolved before the first objective below the box becomes active.

Parallel objectives can be nested into each other. So it is possible, that during one of four patrol missions the player is free to decide in which order he or she wants to repair four satellites and talk to three NPCs.

Tutorial

This is an advanced feature that we will come back to at the end of the tutorial.