on 15-09-2011 12:58 PM
Say I want a mission to complete when Cole dies. Specifically - when he is jumping off of a building into water. Is there anyyway to go about this?
I tried it with a volume at first but no luck. When Cole hit the water and died the 'Mission Complete' side bar came up but I simply respawned to the start of the mission before it could end, which makes me think this might be impossible.
on 15-09-2011 05:06 PM
Well, you could do something similar to say, what I do at the end of "Descent: Rings of New Marais". Once Cole passes through a volume in his fall. It checkpoints, so when it hits the water and dies, it loads this check point somewhere else.
Say, a setting of Cole looking at clouds (or in the clouds/sky) or something to symbolize Heaven or (an idea might involve having a choice which gives you a Heaven or Hell ending depending on the choice you make) and have the mission complete when the mission starts and this checkpoint is the current checkpoint.
In this regard, it would appear Cole did die and ends it right there with that view.
on 16-09-2011 10:15 PM
Also, this might be worth experimenting with ...
Depending on how far Cole falls before hitting the water, you could trigger mission complete while he's falling, and time it so that he hits the water after the mission complete screen bar has appeared. If the timing is spot on, you might be able to have Cole dying in the water as the mission is exiting.
on 07-10-2011 09:37 PM
Another thought ...
If you can use monitors to set Cole's health to stay at about 1% when he's almost dead, the 'darkening screen with blood on it' would appear, then you could disable player controls, make cole invulnerable (in case he gets attacked during the user-created death sequence), then trigger mission complete.
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