on 10-06-2011 07:08 PM
on 10-06-2011 07:28 PM
I will still try it but I think I understand, the object modifier trigger is what triggered the event, I thought it was kind of like a default group. And for the other questions about Karma shift, setting xp and what object can be "triggered"
10-06-2011 08:41 PM - edited 10-06-2011 08:58 PM
RD_21 wrote:thshdw
In the wave chart I don't get why you are using enable/disable switch and maybe I am failing to understand why. But to me it seems like you could just have a volume => spawn wave 1 then a monitor when wave 1 is incapacitated => spawn wave 2 and so on, no?
Hi RD_21
That chart was created during the UGC beta before we got the new awesome checkpoint system. I used the switches to progressively disable the past waves. If I were to do this on the retail version I would use the new checkpoint system instead of the switches.
You could do something like this with Volumes however the next wave would only spawn when Cole or some other object entered or exited the volume. Using the switches the next wave immediately appears and the previous one is blocked from showing.
I hope this answers your question! Also remember that the UGC tools give you lots of flexibility. In most instances you can accomplish your desired outcome more than one way. My method on this is by far not the only or best way, its just one of many. ![]()
on 10-06-2011 08:48 PM
RD_21 wrote:
And thshdw in your first post on switch in that particular exemple does it mean that the disable switch will keep repeating "The bomb did not go off" until the bomb did? Just to make sure I understand correctly because the example you gave seems a little bit different than the chart. If I read the chart correctly I would have thought that the message keep repeating until the volume switch is triggered and the bomb exploded. And from your example I was thinking that the brief was suppose to start only when he entered the volume.
Correct the brief "The bomb did not go off" would continue to show on each entry of the volume until the bomb went off and disabled the switch. You can set volumes to not repeat, but in this example we want the volume to repeat. So on each entry its going to do a check to see if the bomb went off.
on 10-06-2011 09:29 PM
Ok I thought it would play in loop until you had entered the volume and the bomb had explosed. But you are telling me that it will only play when you enter the volume.
So it means that the switch will only trigger when you enter the volume and that if both conditions are meet it will disable the switch. Anyway I will test it very soon as my work day is about to be over.
10-06-2011 09:43 PM - edited 10-06-2011 09:52 PM
Correct! When you enter the volume it checks the switches. If you destroy the bomb and then enter the volume the following happens:
1) The disable switch is disabled, preventing the brief "bomb did not go off" from showing.
2) The enable switch is enabled causing the brief "boom" to show.
on 11-06-2011 12:39 AM
Is there anyway to control the direction the "Throw" script command goes in for the player?
on 11-06-2011 12:57 AM
on 11-06-2011 01:42 AM
this may be a stupid question but for the life of me, I can not figure out how to put XP on my mission. I have everything done an set but I can not find where to set the XP ... can someone help me please?
thank you kindly
on 11-06-2011 02:05 AM
I don't think it's possible. You only get XP for defeating enemies and doing stunts, probably to prevent abusing the system.
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