UGC Mission Design

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Level 3

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zAnxiety
Posts: 164
Registered: ‎09-11-2010
Message 191 of 519 (194 Views)

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

[ Edited ]

PoHaEiFor wrote:

Please read Cole_MacGrath's post, as he explains the Monitor's "Triggered" condition (and he's a dev, so he knows what he's talking about...) :smileyvery-happy:

 

 


We're practically talking about the same thing. I was trying to put it in simplier terms for others to understand.

 

If you would like to show how the way I just described does NOT work, please show me. I'm always willing to learn more. But I'm 90% if not 98% sure my previously described method works. But if it doesn't I would like to know why and how. I'd like to understand, if you will.

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PoHaEiFor
Posts: 29
Registered: ‎23-06-2011
Message 192 of 519 (182 Views)

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

I'm not saying that what you said doesn't work, per say. When something in a group Triggers something, (a Volume, for instance) then it gets added to the "Triggered" group, and can be referenced using the "Trigger" under Who/What to specify "that one out of that group that was the one that triggered the logic box and no other one from that group."

 

However, what I was referring to (and what Cole_MacGrath was explaining) was the Condition that can be found in a Monitor Logic Box. Say, if you place a Monitor, Edit it, and push left three times on the Condition field. "Triggered" comes up, and it doesn't refer to the same thing as the object from a group that triggered a monitor/volume; as Cole_MacGrath said, it refers only to things that have been "Activate"-d using an Object Modifier... and it only works with Rings found in Collectibles, or the Spotlight.

 

You're talking about something different, that's all... the term "Triggered" as given by the Monitor Logic Box doesn't help matters either... "Activated" would have been a much better term, IMO, such as to match with the call from the Object Modifier.

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wreck_em
Posts: 60
Registered: ‎12-06-2011
Message 193 of 519 (178 Views)

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

z: This is what I been asking about too when you gave links to YT vids. We weren't talking about triggers and what they mean, but specific option in Monitor Logic box that shows up for all objects and NPCs and enemies. As Cole explained, it only applies to things activated using OM. Confusion was that even though it worked only for rings/spotlights, it was available for EVERY object.
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raprappar
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Registered: ‎24-06-2011
Message 194 of 519 (168 Views)

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

[ Edited ]

Is it possible for some group of npcs to respawn with you in a checkpoint after you fail the mission or die? And will "remove from world when incapacitated" help improve the framerate or overall performance of the game?

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bnfdhfdhfd
Posts: 528
Registered: ‎15-05-2011
Message 195 of 519 (160 Views)

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


raprappar wrote:

Is it possible for some group of npcs to respawn with you in a checkpoint after you fail the mission or die? And will "remove from world when incapacitated" help improve the framerate or overall performance of the game?


To get an npc to appear with the player at a checkpoint, you could do what I did for Electric Gear Solid 3: I made a new Zeke in his own group and placed him at every checkpoint (Zeke 2, 3, etc.). I removed the extra Zekes from the world at mission start. Then, I set up a monitor to [mission starts] - [current checkpoint is] - [checkpoint 2] ---- Object modifier - [add zeke 2 to world] -- Object modifier [remove zeke 1 from world] at every checkpoint.

Just make sure to set up any events properly that involve the npc, make sure both the original npc and any that were added at a checkpoint will trigger any events that are necessary for your mission.

 

I haven't tried removing defeated npcs, but it probably would help out. The less that is going on, the better any program should perform. Use a monitor and object modifier to remove defeated enemies: Monitor - When any (enemy group) is incapacitated or defeated, Object modifier - remove Trigger from the world.

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

[ Edited ]

OK. I've ran into something weird. Actually a couple of things.

 

Events triggered by the monitor(on mission starts, always) will not be triggered until Cole in within a certain range.

 

The next one is weirder. I set this up as test for a remote activation. Here's what I have: one militia (idle). Monitor (on mission starts, always)>>counter(4)>>object modifier (militia, remove from world). At another location I have: volume (cole)>> logic modifier (counter, set to 0). When Cole enters the volume the counter is set to 0 and the militia is removed from the world. The weird part is it only works if the counter display is on. Turn the display for the counter off and it doesn't work.

 

 

 

 

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Level 3

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zAnxiety
Posts: 164
Registered: ‎09-11-2010
Message 197 of 519 (127 Views)

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


wreck_em wrote:
z: This is what I been asking about too when you gave links to YT vids. We weren't talking about triggers and what they mean, but specific option in Monitor Logic box that shows up for all objects and NPCs and enemies. As Cole explained, it only applies to things activated using OM. Confusion was that even though it worked only for rings/spotlights, it was available for EVERY object.

Ah, *nods* my bad. xD

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

Is there anyway to stop the civilians from entering a no traffic zone? They avoid the no traffic zones until the militia attack Cole. Then they rush in to help (get in the way).

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

I'm making a choose your karma mission and there are two special markers on the map. Is there anyway I can get these markers to be in different colours like in the single player campaign? (For example blue marker is the good karma, red marker is the evil karma)

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

Before I understand how the uploading work, I may have uploaded some missions twice, any way to eliminate them?

 

I don't want anybody to think I did it on purpose.

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