on 29-10-2011 10:19 AM
on 29-10-2011 03:45 PM
There was a mistake I made when first experimenting with counters and logic modifiers. All counters count down. If you use a modifier to set the display to count up, it keeps its value and just reverses its current value and shows that. I'm not sure if this is causing your issue, but it's the only thing that comes to mind.
on 31-10-2011 12:45 AM
I'm trying my hand at the comic panes in FoB's UGC. Most of them work fine, but there is one that breaks the mission. It is only one pane in a logic chain. When the player presses the Right Arrow to move on, the comic pane appears again, and repeats infinitely, preventing the player from going any further in the mission. I tested it again and again while checking over the logic vein dozens of times. The Monitor which is activates the pane is set to never reset, and the pane is connected to a Splitter which is properly connected to three other outputs.
What could the problem be?
on 31-10-2011 12:52 AM
If nothing has changed since the beta, you need to change the "never" option to "after any trigger." It will take a couple seconds to trigger, but it won't repeat. If they fixed whatever they broke between Infamous 2 and Fob, then the "after all triggered" option should work.
on 31-10-2011 06:23 AM
As bnf said there is a bug with the Monitor and the reset options. Using the Combination option of "All" with the Rest When option of "Never" causes this repeating of logic. You can work around this by making a circular logic chain that disables a switch after the monitor to keep it from repeating.
on 31-10-2011 09:44 PM
I am making a mission in which Cole will have go to different points and do different stuff. But I want the player to choose where to go to and at the end of each part they will have to collect a collectible. Let's say that there are four locations. The player did two, but the next location is stealth, and he fails. How can I make it so he won't have to restart the mission, but end up in the last location he was at with the collectibles he collected?
01-11-2011 02:14 AM - edited 01-11-2011 02:38 AM
Are you making a mission where the player decides which order to do the parts in? Where all 4 locations show on the map at once?
This is possible. You will need a few check points but itis do-able.
There is actually a few different ways to do this. This is one way.
You'll need check points and Monitors set to Mission Starts (Checkpoint Triggered). One for each location.
Monitor (Mission Starts, Checkpoint Triggered, Checkpoint 1)
Monitor (Mission Starts, Checkpoint Triggered, Checkpoint 2)
Monitor (Mission Starts, Checkpoint Triggered, Checkpoint 3)
Monitor (Mission Starts, Checkpoint Triggered, Checkpoint 4)
Each of these will output a logic string that hides and disables it's corresponding location. Your mission success will need a few Combiners so that when all checkpoints are triggered the mission ends in success.
This option does not take into account which location the players was attempting before the respawn. This would add a lot more to the logic than necessary. I suggest putting all of the Checkpoints in a central location and let the player decide if they want to try the same location again or move to a different one.
I consider this to be an advanced level of UGC. If the instructions seem completely foreign to you, you may consider making a more linear type of mission. If you really want to learn to make a non-linear type of mission, I suggest making a test mission with only two options to start with. It doesn't have to be a real mission, just a couple of collectible items and the appropriate logic to respawn and disable the completed section. After you get two working, add a third. By then you should have a better understanding of how this works.
This will make a great tutorial for the advanced level section of my UGC guide. Thanks for bringing it up.
on 01-11-2011 05:25 PM
I'd like to add to my previous post.
You can add the ability to start from the last attempted mission by adding additional checkpoints at the beginning of each location. The ones I describe in the post above will keep track of the parts completed using the "Check Point Triggered" option. The ones at the start points can be named "Check Point 1 Start" or something and can be monitored with a Current Check Point Is option.
I didn't mention them in the other post beccuse I thought it might be more confusing. To add these starting checkpoints you can look at my other posts on adding Check Points. I think I've posted it two or three times here. The last one is in the "Becoming a UGC Expert" thread I think.
As I said before, there are different ways of doing this. I think this is the easiest way though.
on 01-11-2011 09:37 PM
Monitor(Missions Starts, Check Point Triggered, Check Point 1)>>Splitter >>Object Modifier(Map, waypoint 1, Show No)>>Object Modifier(Collectable 1, Collected)>>Object Modifier(Remove from World, "Unneeded group").
Something similar to that for each one. Exactly what you have to do with each location will depend on your mission but that's an example of the kind of things you'll need connected to each one.
As for the second set (The one's to start the location over) you won't need to set up this kind of chain for them. You'll just need to add them in the logic for that location along with a Monitor (Mission Starts, Current Check Point Is, Check Point 1 Start).
You will need an additional Monitor set to (Mission Starts, No Check Points Triggered) to set up the logic for the start of the mission. This one will have any briefs or things that you only want at the start of the mission.
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