on 23-02-2012 01:00 PM
Is there a way to view missions, then? I've played Seth9977's Car Test Track and I'm gonna try yours, but playing them only shows me that they CAN be moved to certain waypoints.
on 23-02-2012 05:50 PM
Zaughi wrote:Is there a way to view missions, then? I've played Seth9977's Car Test Track and I'm gonna try yours, but playing them only shows me that they CAN be moved to certain waypoints.
When you say viewing missions, I presume you mean view how they work by examining the logic, which you'd do by selecting to Remix the mission, instead of just playing it. I can also confirm that there is definitely no way to make vehicles move to path points. Making vehicles move realistically is a laborious process involving multiple, carefully timed physics modifiers.
on 28-02-2012 02:20 AM
on 28-02-2012 02:40 AM
Monomaniac12 wrote:
Why wont it complete the mission when i set it to incapacitate or defeat all militia and i did but i cant upload the mission
Do you mean the mission doesn't complete or you can't upload it? If you can't complete it, then check your Monitor and make sure it's set to "Reset when: After all Trigger" and make sure your Militia is in the same group as the Monitor states for example: "When all Militia Group 2 is incapacitated or defeated, mission success" then make sure that the Militia is in Militia Group 2 and see if any other object isn't in the same group as Militia Group 2 (I'm using this as an example) or else that object will also need to be incapacitated or defeated. Just make sure your groups are in the correct order with your Monitor and then the mission success should trigger.
If you simply can't upload it, either you're internet connection may be acting up or there may be an error while uploading.
I hope this helps, good luck! ![]()
on 28-02-2012 09:11 PM
on 28-02-2012 10:30 PM
28-02-2012 11:03 PM - edited 28-02-2012 11:03 PM
Monomaniac12 wrote:
Nevermind i figured it out does follow up mission mean the previous mission or next mission?
The next mission.
on 16-03-2012 11:29 PM
ok so i want the player to like open a valve or get killed and then spawn somewhere else how do i do that
on 17-03-2012 12:09 AM
To accomplish this, you would have to use a checkpoint for after the player's death. You could use either a checkpoint/death by mission failure combo or a cutscene for the instance where Cole turns a valve.
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If the player's death is his/her fault and not triggered by you, the checkpoint logic should be as follows:
(Any logic before the checkpoint: monitors, long chains of mission briefs, etc.) ---> Splitter (set to All) ---> Mission Checkpoint / Combiner (set to Any with a Monitor that triggers when the mission starts and "checkpoint name" is the current checkpoint connected as another input) ---> (any logic after checkpoint)
When you have the Combiner selected, the logic text should say, "When (something happens), or the mission starts and "checkpoint name" has been triggered, (do something)." With the Splitter selected, it should say, "When (something happens), trigger a combiner and complete a checkpoint."
Be sure to use a Monitor that triggers when the mission starts and no checkpoints have been triggered instead of one that triggers whenever the mission starts.
If this is a bit confusing, there's a diagram of this somewhere in the forum, but I'm not sure where.
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If you cause the player's death (through a mission failure logic box), use this setup:
((Any logic before the checkpoint.) ---> Splitter (set to All) ---> Mission Checkpoint / Mission Failure (order VERY important when you attach the splitter to these--if the splitter isn't linked to the checkpoint first, the mission failure will trigger before the checkpoint is triggered, and the player will start over).
For the splitter, the logic text should say, "When (something happens), trigger a checkpoint and the mission ends in failure."
Be sure to have the logic you want to run after the player respawns start with a monitor set to trigger when the mission starts and "checkpoint name" is the current checkpoint connected as another input, and have the initial logic start with a Monitor that triggers when the mission starts and no checkpoints have been triggered instead of one that triggers whenever the mission starts.
If the player is killed by enemies/explosions/anything other than a mission failure logic, have the death-causing event occur where the mission failure logic is in the above explanation.
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For a cutscene, the logic is much simpler:
(Any logic before the cutscene) ---> Cutscene ---> (any logic after cutscene)
The logic text will read, "When (something happens), play a cutscene shot , then (something happens)."
There's a little more to it, though. When hovering over the cutscene logic, press X, then select the option that says, "Edit Actors and Props" (the lower left option). Find Cole on the map (usually at the mission start or wherever you re-entered the editor from play testing), and press X while he is selected. Select "Move for Shot", and move him where you want him to be after the shot. Press X to fix his position, move the cursor off him, and select the "Exit Actors and Props Edit Mode" (it should be the only option). Then, return to the cutscene. Press X on it as before, but select "Edit Camera" (the upper right option). Move the camera over to Cole, set it to the position and angle you want, and press X. You may want to play around with the options under "Edit" (the bottom option as always) to make the cutscene look how you want it.
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Hope this lengthy post helps!
17-03-2012 12:34 AM - edited 17-03-2012 12:40 AM
You beat me to replying, kudos to you.
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