UGC Mission Design

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Re: The "Help me! I have a UGC problem" Thread

I need to create a very large explosion. The only way I current know how to is stacking propane tanks or the larger propane tubes and exploding them. The only problems is that I dont want the player to see the numerous propane shells that go flying of everywhere. I've tried setting a moniter to remove them once they explode, but it does not work. Any suggestions?

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wreck_em
Posts: 60
Registered: ‎12-06-2011
Message 172 of 519 (160 Views)

Re: The "Help me! I have a UGC problem" Thread

^Tried Stacking Bombs?
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PoHaEiFor
Posts: 29
Registered: ‎23-06-2011
Message 173 of 519 (158 Views)

Re: The "Help me! I have a UGC problem" Thread

Speaking of bombs...

 

Are Bombs the only things that respond to the "Used" condition in the Monitor Logic box? (if you drain them, then whatever that monitor is wired into activates).

 

Also, on that same note; what responds to the "Triggered" condition on a Monitor? As I understood it, the Trigger is usually referring to the instance of something in a group that activated [whatever]. For example, the particular NPC from a group that entered into a Volume would be designated as the "Trigger" of that set of logic; so you could then reference that particular NPC and only that NPC by setting the Who/What to "Trigger" in, say, an Object Modifier... So if you had a Monitor with the condition of "Triggered"... is it then checking if something from [the group designated under Who/What] has been set as a Trigger, or is it something else?

 

(Unless I did something wrong, its not referring to the "Triggering" of a bomb [ie shooting it to make it blow up])

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Re: The "Help me! I have a UGC problem" Thread

Triggers are really cool. The trigger is an object. Almost any object can be used as a trigger.

 

Check out this video:

 

http://www.youtube.com/watch?v=FpdXZnYCjMU&feature=feedu

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Re: The "Help me! I have a UGC problem" Thread

did not find the answer to my problems... so going to repost my problem

hello, i like to know how to remove a script when trigger by a volume when Cole enter or exit? I been testing this using others voulme, modifler and monitor and it works sometimes and when trying it later, its bug up and does not work. like to know so I can fix one of my mission a -short bridge for a long walk- http://www.infamousthegame.com./en_US/infamous2/community/ugc/mission.html?missionId=9446c81e-8014-4...

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Re: The "Help me! I have a UGC problem" Thread

Maybe put a switch logic box between the volume box and the script box, set to disable.
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wreck_em
Posts: 60
Registered: ‎12-06-2011
Message 177 of 519 (138 Views)

Re: The "Help me! I have a UGC problem" Thread

Ahnquoc-Le: Your question isn't very clear, but what I understood is you want a script to be disabled when Cole enter or exit a volume? If yes then:

1. You got something feeding into Script, right? Insert a switch in there.
2. Then connect your Volume's output to the switch.
3. Set switch to Disable.

This way when Cole moves in/out [based on how you set] the Volume, script will be disabled. Is this what you looking for?

Related question: Are switches "one time only" or can they be reset?
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Re: The "Help me! I have a UGC problem" Thread

So… I'm trying to get the mission to fail if the player exits a volume, and stays out of the volume for 5 seconds. So I connected the volume (set to trigger on exit) to a timer (set to count down for 5 secs) which is in turn connected to a mission failure node. Problem is, if the player enters the volume again, the timer still elapses, because the player has already exited the volume. What can I do?

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wreck_em
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Registered: ‎12-06-2011
Message 179 of 519 (125 Views)

Re: The "Help me! I have a UGC problem" Thread

Ahnquoc-Le: Take a look at this. I solved the problem with 2nd "can't go back" that you had, the one that required one to die.

http://www.infamousthegame.com./en_US/infamous2/community/ugc/mission.html?missionId=84094574-4bc5-4...

I've staggered the volume boxes instead of overlapping. I've set enemies to die on their own, as wanted to upload quickly.

Some more tips:
1. Disable control and NPC attacks when you push Cole back. I died twice coz Cole stopped attacking while enemies didn't.
2. You got some issues with final guy. At times he didn't show up, while other he just didn't take any damage after a point.

DRCD1: Set up one more Volume in same area that disables the timer when you enter it through a switch. Something like this:

Volume Exit -> Switch [set to disable] -> Timer for 5 Secs -> Fail.

Volume on Entry -> Disable Switch.

You could also set the switch After the timer.
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Re: The "Help me! I have a UGC problem" Thread

Never mind, figured it out. I placed to volumes on top of each other they're cylindrical so height doesn't matter (one set to exit and the other to entry (note: On a future update, you might want to consider adding exit/entry volumes with 2 outputs, because height matters for cubic volumes)). I connected the exit volume to a splitter, which is connected to a timer (5 seconds, no repeats), a set display (show), and a unpause node. The timer is connected to a Fail Mission node. Then I connected the entry volume to a set display (hide) and a pause node.

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