on 14-06-2011 06:12 PM
I am trying to get some ice guys to jump from the ground to the top of a building but instead they just run into the wall how do I fix this. I have tried the follow the path script command and I got the above results.
on 14-06-2011 08:02 PM
on 14-06-2011 08:16 PM
Okay, I've managed to figure out stuff on my own while making my current mission, but now I kinda need help.
My missions has three waves of enemies attacking one spiker hiding in a fort. I can set a path for these guys to follow, but is there any way I can make the enemies attack you on sight while moving in? They just ignore you until they reach the end of the path. At the very least I need them to respond to you attacking them. Also, I have a problem with some enemies waiting a long time before actually moving in. Sometimes they just don't move at all. Each wave has the enemies moving in from three different spots. Eh, I might need to make three individual groups for each wave, and then give them each their own path.
Also, can someone explain to me how to set checkpoints? I have a checkpoint after you defeat the first two waves, but when I die, all the checkpoint does is start me at the checkpoint marker, and restarts to mission. I also have a checkpoint set after you defeat the final wave.
How can I make it so that after you're done defending the spiker, the special mini map icon for the spiker is removed.
I've also considered adding a 4th wave. The 4th wave would have EVERY enemy wave spawn at once. I don't know how to make this happen, and I'm worried that killing one of the waves would cause another wave to respawn since I have it set so that once one wave is defeated, the next wave enters to map in 30 seconds. Actually, isn't there an option to change an objects group after you trigger a certain event? If so, maybe I can make that work by turning every enemy unit into "wave 4" after wave 3 in defeated, and then having wave 4 come in after 30 seconds.
on 14-06-2011 08:52 PM
I treat checkpoints like starting an entirely new mission from there, use a monitor for Mission Starts > Checkpoint triggered: (whatever checkpoint your trying to make) then I remove all enemies from the world, add the waves that should be spawned at the point of the checkpoint etc. monkey around with it a bit, i think you'll figure it out! :-D hope this helps
on 14-06-2011 08:57 PM
There is a much easier way. Use a [Mission Start] - [Always] to remove everything from the world, then use
[Mission Starts] - [current checkpoint is] - [x] - and add what should be in that section. It will cut down on your logic boxes, giving you more space for your mission.
on 14-06-2011 09:01 PM
on 14-06-2011 09:29 PM
Quick question, is there an easy way to align platform blocks together? I want to make a large platform with the platform blocks and have them perfectly aligned, but it's taking too long because I either make the blocks go in one another or there's a small gap. I figured I better ask before I spend hours aliging 50 blocks together one by one.
on 14-06-2011 09:37 PM
No, unfortunately. If you move one on top of another one it will stick to the top of it, but they just go through each other on the edges. Very annoying. I'm thinking about making a mission that will take a lot of them, and I'm not looking forward to lining them up.
on 14-06-2011 09:37 PM
Well I think I solved my checkpoint problem. I'm going to have to change my mission a little since I have wave 1 coming in after a 30 second timer counts down, so if I told the checkpoint to remove wave 1 from the world, the counter would add them. Soooo I'm thinking I'll just remove the timer and have wave 1 come in at the very start of the mission. Shouldn't be a problem.
Still having problems with the enemies moving in. Maybe I could just tell them all to follow a short path that leads them to the middle of the fort, and have one group that attacks from the middle, rather than three groups in each wave attacking from three sides. Not what I had in mind, but if it works it'll make things so much easier for me.
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