UGC Mission Design

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The Unofficial Suggestions Thread

As it goes, the UGC is still in development and, even though it such a great feature, still missing things that are either essential, awesome or damn right great ideas. So instead of having a large list of topics with different problems (or things missing from UGC), add your suggestions for new features and additions in this thread, here's a list to start off with.

 

- The ability to link missions together.

 

- Monitor distance of object / cole from object

 

- Report / Flag mission

 

- Mission Names must be changed, so no missions will be called "New Mission", or "Ring Race", or "Kill Em' All", etc.

 

- The ability to use Coles camera

 

- Allow enemies to jump (Ice Soldiers / Monsters) across rooftops. 

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Re: The Unofficial Suggestions Thread

- Allow objective text to be displayed when control over Cole has been disabled.

 

- Filters for author and mission name.

 

- Just to emphasise the point; allow NPCs to perform their jump animation when they're following pathpoints.

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Re: The Unofficial Suggestions Thread

- Filter for UGC missions by friends

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Re: The Unofficial Suggestions Thread

I want to be able to attach object to walls and not have them float in the middle of nowhere like I said in the first suggestion thread.

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Re: The Unofficial Suggestions Thread

It's not exactly needed, but how about a way to indicate dialogue over Cole's cell? Like maybe you could bring up a picture of the caller and the fact that it's an active call, like in the main game.

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Re: The Unofficial Suggestions Thread

I was just creating a very complex mission where it is a serious narrative and i was going to add some fighting, but i cant add zeke or any fighting people due to my slots being filled by Bad Boys and platforming and such. I also am using Laroche, and he is just one person in this wide open space where different people could potentially go. I say, they should have it where if there isnt a bunch of stuff in a row, you can add stuff in there to fill it up so you can have like Zeke, Kuo, Laroche, Militia heavy gunner, Militia, Ice man, etc.... It would help out people who are trying to make complex, long missions and not hold them down to just what i'm doing right now... figuring out a way to do this without taking the player out of the experience by removing something that has been there the whole time to make room for another set of items or something.
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Level 1

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Keiya25
Posts: 38
Registered: ‎22-05-2011
Message 7 of 92 (604 Views)

Re: The Unofficial Suggestions Thread

I'd like the ability to turn off the power in areas similar to the traffic logic box... also in a similar catagory somehow working the tesla missile into UGC would be pretty sweet O.O...

 

And NPCs jumping on paths too... ^.^

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Re: The Unofficial Suggestions Thread

I was creating a race. I wanted the NPC racers to cross a bridge I had build. They would never walk past the edge of whatever piece I placed them on during creation. I tried creating a ramp off the dock. They would walk right through the ramp until they reached the edge of the dock. Then they would trip, and in some cases, not get up because they were "incapicated". If someone has created a scenario in which they got this to work, please send me a psn message or reply to this.
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Re: The Unofficial Suggestions Thread

Also, this is no big suggestion. I would like to delete text off the screen (ex. The time remaining on a timer after passing a checkpoint.) This would allow less screen clutter. I was testing one of my missions earlier and had three lines of old, previous text to read through to make sure the current mission text was displaying correctly. I know I can time the text out, but in my case, I built a segment-timed mission to accompany varying difficulty levels.
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RetroSteveUK
Posts: 474
Registered: ‎17-05-2011
Message 10 of 92 (583 Views)

Re: The Unofficial Suggestions Thread

dotSilver .. Enemies that can jump (eg. swamp monsters) will jump if 'ordered' to assault or guard, from an object modifier.

 

RD_21 .. if you want to spin an object that doesn't have that option while moving in the editor, use a physics modifier at mission start to spin them. It'd take a little trial and error, and perhaps the need for a couple of extra groups to spin objects in different directions but should be worth the effort.

 

mad_wheelman .. You can delete timer/counter text off the screen. There's a logic box (its name escapes me but it's around half way along the box selector) that specifically affects timers and counters. It adds or subtracts specified amounts, pauses timers, AND makes the display appear or disappear.

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