on 22-11-2011 11:45 AM
on 22-11-2011 11:48 AM
on 22-11-2011 09:36 PM
NavalMarco wrote:
Oh, wow this is great! Thanks so much, Domton6! In fact, just by looking at it a light bulb just went "ding!" in my head, heheh.
I love that feeling! ![]()
on 23-11-2011 01:12 AM
Hello I'm new to this whole UGC thing I only made one mission so far and I'm in the middle of my second mission. I'm now stuck what I'm trying to do is when Cole enters the perimeter show the number of objects that Cole is to destroy and and a timer counting down...when one of objects is destroyed I want the counter to show that one of the objects was destroyed and also if Cole fails to destroy all objects when the timer reaches zero I want the mission to fail but if Cole is successful in destroying the objects before the time reaches zero I want the timer to go away and the mission not to fail. My biggest problem is getting the volume and the monitor to work together.
Any help with this problem would be great.
Thank you for reading.
23-11-2011 06:42 AM - edited 23-11-2011 06:43 AM
Welcome to the forum LaughingSwine.
Since you seem to already have some experience with the UGC, I won't go into all of the details for the logic. The key to getting this to work the way you want is Logic Modifiers. Logic Modifiers kind of look like Object Modifiers but are used to modify Timers and Counters.
Set the Timer up with no input, set to count down and it's output plugged into Mission Fail logic box. You'll also need a Counter (Count Down). You can control this Counter with a Monitor set to watch for the destroyed items and a Logic Modifier set to add -1 to the Counter. Plug the Counters output into a Mission Success logic box.
Set up another Monitor (Mission Starts) >> Splitter >> Logic Modifier (Timer, Pause) >> Logic Modifier (Timer, Display No) >> Logic Modifier (Counter, Display No). These Logic Modifiers will pause the Timer and hide the displays for the Timer and Counter until you need them in the mission.
Next add a Volume to start this part of the mission. Have it activate Logic Modifiers to start the Timer and turn on the displays for the Timer and Counter.
With this setup, if the Timer reaches 0 the mission fails and if the Counter reaches 0 the mission ends in success.
Good luck with your new mission.
23-11-2011 06:57 AM - edited 23-11-2011 06:59 AM
TheLaughingSwine wrote:Hello I'm new to this whole UGC thing I only made one mission so far and I'm in the middle of my second mission. I'm now stuck what I'm trying to do is when Cole enters the perimeter show the number of objects that Cole is to destroy and and a timer counting down...when one of objects is destroyed I want the counter to show that one of the objects was destroyed and also if Cole fails to destroy all objects when the timer reaches zero I want the mission to fail but if Cole is successful in destroying the objects before the time reaches zero I want the timer to go away and the mission not to fail. My biggest problem is getting the volume and the monitor to work together.
Any help with this problem would be great.
Thank you for reading.
Try this:
1) When Cole enters the perimeter of the Volume Monitor, use a Splitter and connect it to a Timer and a Counter.
2) Set the Timer and Counter to the right time and # of objectives, as nessesary.
3) Connect the Timer to a "Mission Fail" logic box.
4) Connect the Counter to another Splitter that is connected to 3 Logic Modifiers. Have one of those Logic Modifiers set to "Pause Timer", the other to "Hide Timer Display" and the last one to "Hide Counter Display".
5) Create a new Monitor and set it to "Whenever any objective is destroyed..."
6) Connect your new Monitor to a Logic Modifier that is set to "Count Down from Counter by adding -1 to the Counter".
This should end up looking like this:
When Cole enters the perimeter, a timer and counter should appear (1). Whenever any of the objectives are destroyed, the counter will go down by 1 point. When all objectives are destroyed within the time limit, the timer will dissapear and not affect youas will the counter. If Cole doesn't destroy the objectives within the time limit, the mission fails.
I think that's everything. Let me know if that doesn't clear things up for you.
EDIT: Wow! Beat me to it, E!
on 23-11-2011 06:59 AM
e-flat wrote:Welcome to the forum LaughingSwine.
Since you seem to already have some experience with the UGC, I won't go into all of the details for the logic. The key to getting this to work the way you want is Logic Modifiers. Logic Modifiers kind of look like Object Modifiers but are used to modify Timers and Counters.
Set the Timer up with no input, set to count down and it's output plugged into Mission Fail logic box. You'll also need a Counter (Count Down). You can control this Counter with a Monitor set to watch for the destroyed items and a Logic Modifier set to add -1 to the Counter. Plug the Counters output into a Mission Success logic box.
Set up another Monitor (Mission Starts) >> Splitter >> Logic Modifier (Timer, Pause) >> Logic Modifier (Timer, Display No) >> Logic Modifier (Counter, Display No). These Logic Modifiers will pause the Timer and hide the displays for the Timer and Counter until you need them in the mission.
Next add a Volume to start this part of the mission. Have it activate Logic Modifiers to start the Timer and turn on the displays for the Timer and Counter.
With this setup, if the Timer reaches 0 the mission fails and if the Counter reaches 0 the mission ends in success.
Good luck with your new mission.
e-flat Thank you for your welcome and the reply to my qustion.
I can't wait to give this a try.
If you or anyone would like to try out my first mission and you have infamous festival of blood look for the mission named WITCH-Will the vampires knock?
on 02-12-2011 09:29 PM
Is there a way to Attach an object to another object that moves? I tried to use the object modifier to set the velocity of a truck carrying explosives but the explosives don't stay on the truck. The truck justs moves away without them.
on 04-12-2011 05:34 AM
I don't know of a good fix for keeping objects in the back of trucks. NPCs work fine when placed in a moving truck but using the "moving" option in the physics allows objects to pass through the truck. It also allows the truck to pass through other objects (including the ground and buildings). You can try using the "free" option, but then the truck becomes very hard to move.
Maybe it would make a difference if you set the object up with a modifier and set its physics to free. I haven't tried this. It just occurred to me as I was typing.
It would be really nice if we had access to the vehicle class of objects that are used in the campaign. Those have wheels that actually roll and turn. What we have is just a static model of the vehicle. It seems they are only intended to be used as props and not for making any kind of driving mission.
on 14-01-2012 11:41 AM
I have been playing around with a "ride on an ambulance" mission and I have a few problems.
Problem 1:
In order to make the ambulance move like I want (just drive along the a road) I have it unaffected by gravity and "moving". This is all fine until it's hit with a shockwave or some other attack that adds inertia. When that happens it flies off and the mission is broken. I tried setting damage response to 0, but apparently the force of the attack is still in effect.
How can I prevent external forces interferring with the ambulance?
Problem 2:
The player can simply hop off the roof and let the ambulance drive to the finish no problem.
How can I check that Cole stays on the roof? Volumes don't follow the object they are placed on if it moves and I can't find a distance check logic.
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