18-10-2011 06:31 AM - edited 18-10-2011 06:52 AM
Hello inFAMOUS 2 Community! Today I'm unveiling a public thread with a growing amount of UGC information, and guides! Here you will find a ton of information on inFAMOUS 2's UGC, and guess what? You can help contribute to the growing thread of Information! To enter a contribution send me a PM or Email, with a neatly done guide. Profanity of any kind Is not tolerated If a guide contains profanity of any kind It will not be added, remember keep It clean, and professional. When you do contribute I will put you In the Contributions list located at the bottom of this guide. Thank you, and I hope to see a ton of support and contributions!
Guide Created By: Seth Clydesdale
-Making a Common Kill 'em all-
When you first create a mission you will notice two things, the spawn point of the player, and a "Check mark" logic box. That Check mark Is the Mission end routine, which Is triggered by what you specify! Lets make our first group, go to "groups" and press square to create a new group. Press X on that group and name It "Militia." Now we will go to the object screen, and load the Militia Packet.
Take two of those Militia, and add them to the world. Once they have been set we will start setting up the mission logic. Now go to the object selection screen and pick the Monitor logic box set Its options to: On Mission Start: Always, then go to the object selection screen, and select the Splitter logic box then connect the monitor to the splitter. Go to the object selection screen and pick a Object Modifier, and a Objective Logic box. Set the Object Modifier to: Maps, Set to Pin for Militia, so the player may see the enemy no matter how far they are, Now get the Objective, and write: "Kill the Two Militia Soldiers." once you have those set up attach the splitter wires to those two logic boxes!
Now that we have the start of our Kill 'em all set up we will now make the end for our mission! Select the Monitor logic box, and pick: When all Militia are Incapacitated or defeated, and Reset when to "All." Once you have that set up connect It to the Mission End logic box that I spoke about earlier. There you go you have set up a working mission with a ending!
-Making Vehicles Drive - Physics Loop Function-
If you have played my mission http://www.infamousthegame.com/en_GB/infamous2/com
Set the Monitor to: On Mission Start, Always, Connect that to the splitter, Set the Object Modifier to: Maps, Show Special Icons for Car Keys, and Connect the Splitter to that, then Set the Objective to: "Pickup the car keys." when you do that connect the splitter to the Objective. Phew, well since we have the beginning setup now we need to set up the middle/end! Well lets start on that, Load these logic boxes: Monitor, 3 Splitters, Timer 1, Timer 2, Timer 3, Objective, Mission End, and a Object Modifier. Alright the next part may be tricky If you're a beginner, but make sure to pay close attention! Set the Monitor to: when any Car Keys are triggered Reset=NEVER, then connect that to the first Splitter, Set Timer 1 to: 10.00, Text=Until Car Starts, Connect the first splitter to this, Hook Timer 1 Into the second splitter, Set Timer 2 to: 0.01 seconds, and repeat, and connect the second splitter into that.
Set the object modifier to: "Physics" Movement=FREE, Set the Y coordinates to: 1.5 or 2.0, It depends on the vehicle size, hook Timer 2 Into the object modifier. Set the Objective text to: "Get on top of the vehicle" and hook that into the first splitter. Now that we have that we got one more thing to set up: the mission end. This Is optional however, Set a time limit for the mission, make sure to set Timer 3 into splitter 2, and connect the timer Into the mission end logic.
-Making Special Mini-Map Icons Appear/Disappear-
You will need these logic boxes: Monitor 1, Volume, Splitter 1, Object Modifier 1, Object Modifier 2, and a Objective. Set monitor 1 to: On Mission Start Always, Connect monitor 1 into splitter 1, set the object modifier to: Map, set mini-map Icons for group 1 to special, connect splitter 1 Into Object modifier 1, Set the Objective to: "Head to the location" and, connect splitter 1 into the objective. Set the volume around the waypoint you're using Set It to: When Cole enters the area, and set object modifier 2 to: Map, Set mini-map Icons for group 1 to hidden=NO. That's what you do now for the waypoint, you just take that from the logic boxes, and place It where you please. Make sure to put a group for It as well!
-Making a Removal Branch for Missions With Checkpoints-
Since most advanced missions have checkpoints, the best way to restrict objects from the world Is a "removal branch." What Is a removal branch? A branch of Object Modifiers removing unwanted objects from the world until they are ready to be shown. To start one of these you will take a Monitor(Settings=On Mission Start ALWAYS) and a Splitter. Splitters are very common In branch based logic which Is a MUST for advanced missions.
Now that you have started your Removal Branch lets start adding objects to It. Lets say I have enemies that will ONLY be present on the first checkpoint, well that Is something we will add to the removal branch. Take a Object Modifier(Settings=Remove Group 1 From World) and add It onto the branch. Now you may ask: "But If you remove It from the world always, how do you bring It back?" Here Is how: Take a Monitor(Settings=When the mission starts and now checkpoints have been triggered) a splitter, and a Object Modifier(Settings=Add Group 1 To World) and attach It to the splitter.
Once you do so the Enemy will be added to the world on the start of the mission. Now Removal Branches are great for: Enemies, Collectibles, Switches, and more. Removal Branches also reduce the amount of space you take up. Instead of just removing the Objects on each checkpoint you make.
Well the most simple thing to do Is;
Make a memory branch for the respawn of what your player last did.
For the stuff you don't want to be on that checkpoint lets say... for the beginning you would pick: When the mission starts and no checkpoints have been triggered. And for objects/monsters you don't want to be there you will remove them from the world always because you will always have the option to make them appear by logic.
Example from http://www.infamousthegame.com/en_GB/infamous2/com
Now before the checkpoint this was the logic:
- Disable all of coles powers.
- Allow Cole's Melee
- Level Two
- Finisher Attacks and Static Thrusters
- Monsters Needed Counter has been set to 5
- An objective has been triggered
- And Zeke has been added to the world
Memory Branch - Checkpoint 1 Example:
When the current check point is: checkpoint one. (Make sure to use a splitter to keep just one monitor.)
- Disable all of Cole's Powers
- Allow Finisher Attacks
- Allow Static Thrusters
- Allow Melee
- Add Zeke to the World
- Set display of "Level" to count up starting from Zero
- Set display of "Level up 3" to count down starting from 5
- Set the count of "Level" to 2
- Set objective
That above Is a memory branch which keeps data of the most recent events that has happened and WILL happen. This Is what you need to do for each checkpoint so make sure you pay attention what happened before and what will happen In the future logic of your mission.
Add a checkpoint to your mission: Contibuted by e-flat
-Making A Non-Combat AI Follow - Loop Function-
Here are the Logic Boxes you will need to make a Follow Loop Function: Monitor, Splitter, Timer, Script 1, Script 2. Take the Monitor(Settings=On Mission Start, Always) and attach It to the first splitter. Take Script Command 1(Settings=Make Group 1 Move to Cole) and plug the splitter Into that. Take your Timer(Settings=Repeat, Every 5 Seconds) and plug the splitter Into that. Take your Script Command 2(Settings=Make Group 1 Move to Cole) and attach the timer Into that.
Once you're done fire up your mission, and the AI should be refreshing the follow command every five seconds. Just like a follow subroutine, except there Is no way to detect Cole's movement In the UGC creator. This Is useful If you want a normal follow Instead of the guard command In the Object Modifier's Orders. ;D
-Changing AI Hostility
-Neutral - AI-
To change a AI's(Artificial Intelligence) hostility here Is the logic boxes you will need: Monitor, and a Object Modifier. Take your Monitor(Settings=On Mission Start, Always) and your Object Modifier(Settings=Hostility, Make Group 1 Neutral to Cole) And connect them to each other. On mission start any bad guys will become your allies, but to make them attack other bad guys you will need to give them orders, which Is explained later or In this guide.
As I said above Its practically the same rules except you change the hostility rule to Hostile. When you do so any AI in that group will become hostile towards Cole. Its best for turning neutral enemies Into hostile enemies, and neutral civilians Into hostile civilians.
-Giving Orders To A Group-
Here Is the logic boxes you will need: Monitor, and a Object Modifier. Take your Monitor(Settings=On Missions Start, Always) and your Object Modifier(Settings=Orders, Make Group 1 Assault Cole, Range Min=1.0 Max=30.0) and connect them to each other. When you start your missions group 1 will then begin to assault Cole within the specified range coordinates. You can also make Group 1 Guard Cole, or Simply Idle until they are ready to receive new commands.
-Making AI Follow A Path-
Here are the UGC boxes you will need to make the specified group follow a path: Monitor, Script, and the Waypoint tool. Make two groups: Group 1, and Group 1 Path. Take your Monitor(Settings=On Mission Start, Always) and your Script Command(Settings=Make Group 1 move along any objects In Group 1 Path) and connect them both to each other. Now Its time to set up our Path. Get the waypoint tool, and setup a path. Use the extend path option to extend the path, you can also attach the path to the start, and the AI will run In a endless loop.
When you start the mission the AI you placed near the path will move along It, this Is good for these types of missions, Chase, Race, Ect. You can also use them In Battles, Narratives, and more. You may also make Cole follow the setup paths.
-Adding Music for Tension and Emotion-
Here Is what you will need: Monitor, Music Logic Box. Take your Monitor(Settings=On Mission Start, Always) and pick a tune from the Music Logic Box then connect them to each other. You can change the Tension Of music, by doing such. Under the music you picked you will see "Dynamic" you can change It from Normal, Medium, and High. The Tension will change for the music depending on what you pick. Music Is much more Louder and has more orchestration on HIGH.
-Preventing/Allowing Player Movement-
Here are the logic boxes you will need: Monitor, and the controller Logic Box. Take your Monitor(Settings=On Mission Start, Always) and you Controller Logic Box(Settings=Player Movement NO, NPC Movement NO) and connect them to each other. When you start the mission you will not be able to move. To return control set the settings to YES. This option Is great for narrative typed missions, and restricting the player from moving while riding something.
-Putting Text Lines Into A Mission-
Here are the logic boxes you will need: Monitor, Controller, Splitter, and a Brief. Take your Monitor(Settings=On Mission Start, Always) and connect It to your splitter then get the controller(Settings=Restrict Movement, and AI Movement) and connect the splitter Into that then get your brief(Player Controlled, Write: "Welcome to my first Narrative!") and connect the splitter Into that. Now that we got that set up you can continue with what else you want to tell the player. to un-restrict movement make sure to use a splitter, and a controller logic box at the end of the briefs.
To levitate a object you will need these logic boxes: Monitor, and a Object Modifier. Take your Monitor(Settings=On Mission Start, Always) and your Object Modifier(Settings=Movement=Move set group 1 Z coordinates to 2.5) and connect them both to each other. When you start the mission Group 1 objects will Levitate Up, to make Objects levitate down set Z coordinates to negative. This Is great for making elevators and what not, you can also make the objects move other ways by changing the X, and Y coordinates.
-Common Collectible Mission-
Here Is the Logic Boxes, and pack you will need: Packet=Collectibles Logic=Monitor, Counter, and Mission End. Take your Counter(Settings=Count Up starting from 0, when the count reaches 10) trigger a Mission End. Now setup your Monitor(Settings=When any Group 1 Is collected, Rest=NEVER) and connect the Monitor Into the counter. Lets setup our Ten collectibles, when all the collectibles are collected the mission will end. You can also make the collectibles appear on the map using the mini-map guide I posted earlier.
-Editing Damage AI Receive-
Here Is the Logic you will need: Monitor, and a Object Modifier. Set your Monitor(Settings=On Mission Start, Always) and Object modifier(Settings=Damage Response, Make Group 1 Invulnerable to damage from Cole) then connect them to each other. When you start the mission group 1 will take 0% Damage from Cole. This Is great for missions where you have a ally you do not want to hurt. You can also Increase the damage to 200% as well, which makes this a very useful option.
-UGC Tool Functions-
Universal Options - Reset When, After All Triggered, Never, After Any Trigger.
Incapacitated Or Defeated - Options All/Any, Detects when a AI Is Incapacitated or Defeated.
Defeated - Options All/Any, Detects when a AI Is Defeated
Wounded- Options All/Any, Detects when a AI Is Wounded
Arc Restrain - Options All/Any, Detects when a AI Is Arc Restrained
Drained - Options All/Any, Detects when a Object or AI Is Drained
Healed - Options All/Any, Detects when a AI Is Healed
Changed Target - Options All/Any, When all or any of the "Unspecified" Group changes target to "Unspecified," trigger...
Used - Options All/Any, When all or any of the "unspecified" group Is used, trigger...
Destroyed - Options All/Any, When all or any of the "unspecified" group Is destroyed, trigger...
Triggered - Options All/Any, When all or any of the "unspecified" group Is triggered, trigger...
Collected - Options All/Any, When all or any of the "unspecified" group Is collected, trigger...
Mission Starts - Options Checkpoint Triggered, Checkpoint Not Triggered, Current Checkpoint Is, Current Checkpoint Isn't, All Checkpoints Triggered, No Checkpoints Triggered.
Universal Options - On Entry, On Exit, Reset When
Shape - Options Cylinder, Cube
Cylinder Specs - Scale=1.0-100.0, Length=1.0-50.0, Width=1.0-50.0
Cube Specs - Scale=1.0-100.0, Length=1.0-50.0, Width=1.0-50.0, Height=1.0-50.0
Object - Options Add to world, Remove from world.
Physics - Options Moving Interactions=Free, Fixed, Moving. Velocity, Spin. Coordinates=X, Y, Z, Local, Global. Gravity=0%-300%
Map - Options Default, Always, Pin, Waypoint, Special, No
Health - Options Set, Add, Subtract 0%-100% HP
Cole's Energy - Options Set, Add, Subtract 0%-100% EN
Cole's Powers - Options Enable/Disable Any or All Powers
Damage Response - Options Damage Taken=0%-500% 0% Options=React to damage Yes/No
Hostility - Options Hostile, Neutral
Orders - Options Assault, Wander, Patrol, Idle, Guard. Area Specs=Min 0.0, Max 100.0. Combat Response Options=Limited Engage, Freely Engage, Ignore, Flee, Cower.
Bomb - Options Detonate, Defuse
Breakable - Options Destroy
Activate - Options Activate, Deactivate
Collect - Options Collect
Move To Point - Options Run, Walk
Move Along Path - Options Run, Walk
Lead To A Point - Options Run, Walk
Lead Player Along Path - Options Run, Walk
Play Animation - Options Stomp, Kick, Punch, Throw, Crouch and Watch, Duck, Boo(1), Boo(2), Cheer(1), Cheer(2), Beckon, Vomit, Dance(1), Dance(2), Flip Off, Take Photo, Avoid, Cry, Provoke, Cower. Time Limit=0.1-99.9
Stun - Options Throw, Flinch, Stumble, Fall Down. Strength 0%-400%, Hit Points 0-1000.
-Splitter- - Options All, Sequence, Random, Probability=0%-100%
-Combiner- - Options All, Any
-Switch- - Options Enable, Disable
-Brief- - Options Player Controlled, Timed Pop up
-Objective- - Options Custom Caption, Timer=0.0-99.9
-Timer- - Options Repeat Yes/No, Custom Caption, Count Up, Count Down, Time=0.1-180.0
-Counter- - Options Repeat Yes/No, Count Up, Count Down, Custom Caption
-Logic Modifier- - Options Timer Mods=Set Time, Add Time, Pause, Unpause, Set Display. Counter Mods=Set Count, Add Count, Set Display.
-Selector- - Options Random, Shuffle, Sequence
Waypoint - Allows the player to set a predetermined path for a Group of AI.
-Control Modifier- - Options Enable Joystick Yes/No, Enable Combat Yes/No
-Fail Mission- - Fails the mission when triggered
-Mission Success- - Completes the mission when triggered
-Mission Check Point- - Saves players progress to a predetermined location
Traffic - Options Yes/No
Parked Cars - Options Yes/No
Civilian Density - Options None, Low, Medium, High, Highest
-Music- - Songs Available= Default Music, No Music, How Fast Is To Fast, Ascension Parish, Gas Lamp Gas Tank, Cypress Madness, Dead Drops, Get Bertrand, Special Delivery, Shoot The Messenger, Pushing and Shoving, Overcharge, No Surrender, Tasso, Broken City, Wardee, Combustible Hero, Hardcore Parkour, Leading The Charge, Burned Down, Riverboat Ramblin', Unfinished Business, Swamp Monster, Rescue Wolfe. Available Tension=Dynamic, Normal, Medium, High.
-Creator Comments- - Comments Left by the creator of a unspecified mission
Guides Contributed will be labeled, Default guides are left blank.
Contributions: e-flat, Seth9977
on 18-10-2011 06:47 AM
on 18-10-2011 06:56 AM
Yup I noticed, we may have a bigger amount of Information when that comes out! Also those of you who have been testing It feel free to give a explanation, so some people who are new have a guide on launch.
on 18-10-2011 04:39 PM
No offense, I got to here:
When you first create a mission you will notice two things, the spawn point of the player, and a "Check mark" logic box. That Check mark Is the Mission end routine, which Is triggered by what you specify!
And tl;dr'd the rest of it.
Purely because of the term "Check Mark" logic box... really? I didn't even read the word mark. As soon as I saw Check, I thought, Point. But apparently you took something so simple and made into something unnecessarily confusing. Despite not reading anything after that part. I'm 50% sure your post might be a attempt at dry humor.
Seeing e-flat's post, I guess it might actually be a serious attempt. But I would think if one were trying to guide someone to becoming better at UGC, they might need to avoid unnecessarily confusing people.
And properly labeling logic boxes might just be a step in that direction.
on 18-10-2011 09:18 PM
Honestly, making a guide on this forum is a bad idea. The edit option disappears fairly quickly, so any mistakes you make will be stuck in the post forever. You're better off using the SP forum and splitting it into multiple posts.
19-10-2011 12:03 AM - edited 19-10-2011 12:05 AM
bnf is right. Editing posts on this site is not the best thing. The presentation is a little jumbled and disorganized but it's a start. I do think this is a worthy project though. I started one for myself when I first started making UGC. I do have some skills at creating documents and this could be put together in a very slick manner. I could straighten out this post and start putting together a collective effort if anyone is interested. Possibly a PDF or maybe a website. Like I said, I started one before but soon realized how much work it would take.
There are 23 different logic boxes each with their own options. To properly cover this topic each one would have to be explained. The format I was using was something like:
NAME OF LOGIC BOX: Description and common use for the logic box.
# of Inputs: 0
# of Outputs: 0
FIRST EDITABLE OPTION:
SECOND EDITABLE OPTION:
There are 23 of these and I gave up after only documenting a few of them. Some of these, like the Object Modifier, get quite detailed and have a lot of options. I put the project aside because SP said they were working on documentation. Any one want to cover one of these logic boxes to get it started again?
on 19-10-2011 06:18 AM
Just thought I'd share some of the work I have already done on this before I decided it was too much work for one person. Especially since that one person was me. It was coming along nicely. This is a small image of page 4. Each of the icons is a link to a page dedicated to that logic box. The ultimate goal was to have a page for each logic box, tutorials, sample setups and tips. Too ambitious probably, but I enjoy geeky stuff like this.
You'll notice I added the Cut Scene Tool. I can't wait for this update.
on 24-10-2011 10:10 AM
Indeed, Recently my storyline missions that I have worked very hard on have been deleted, which is okay. I believe my missions were possibly deleted for a reason, it's not call to action, but it could be inevitable, because of the cutscene tool possibly. I'm very very excited for it as well, I can't wait to get my hands on it and make EPIC UGC missions. By the way thank you for making this thread, I greatly appreciate it in case I stumble on a problem.
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