on 07-06-2012 09:10 PM
Those tutorial missions I made could be helpful, but I only made three. The videos mentioned above are definitely worth watching as they'll help you get your head around some of the basics. The way I learned to use the UGC tools was simply to load up the template missions included with the game, then view the logic by using the remix function. Looking at how the different logic boxes link together and how they made the simple template missions work was a big eye opener and unlocked the way for me to make my own creations.
on 10-06-2012 10:47 PM
when you add a mission to your queue how do you find them in the game, and when searching for content how to you make it pull up the newest content?
on 13-06-2012 12:31 AM
killaman200 wrote:when you add a mission to your queue how do you find them in the game, and when searching for content how to you make it pull up the newest content?
When you queue a mission, you can view all your queue by changing the 'mission filter' to 'My queue', it will then display all missions you have queued in game or on the forums here.
I do not believe you can't view the newest content from the 'search' engine in game, you must once again open the mission filter, but switch the filter to 'Newest missions'. You may also view the latest missions here in forums by opening 'UGC missions' under 'Community', then open the 'Recently published' missions on the page to view the most recent uploaded missions from the game. I hope this helps. ![]()
on 13-06-2012 01:14 AM
I made a mistake in what I meant in this sentence, "I do not believe you can" sorry
GaNk1n1t wrote:
I do not believe you can't
.
on 13-06-2012 02:31 AM
when i click my queue in mission filters nothing comes up after i hit ok
on 14-06-2012 12:41 AM
I'm not entirely sure of what may be wrong, but all I can say is either you're connection to access the UGC server to the missions has encountered an error, or perhaps you may need to re-queue the missions you have added to that list.
There shouldn't be anything wrong except for those scenarios, make sure you are able to successfully connect to UGC missions at least in game, try opening the search engine in the UGC menu and look for any mission, press triangle to add to your queue and change your mission filter to My queue again to test if it actually shows up. If it doesn't show up in your list, there could be a strange error with your connection to the server.
14-06-2012 07:08 PM - edited 14-06-2012 07:08 PM
killaman200 wrote:when i click my queue in mission filters nothing comes up after i hit ok
Sometimes, when I select 'My Queue' as a filter in the game, it takes a few moments for the green circles to appear on the map. This 'few moments' varies each time, so try selecting 'My Queue', exit the menus, then wait for a while before you go to the map. If you go straight to the map before the filter has caught up the missions won't appear. I've also noticed that for a split second before the filter catches up, you see some green circles flash up on the edge of the minimap. After this happens, the missions then show on the main map.
on 14-06-2012 11:53 PM
This may have been addressed before but I'm too lazy to sift through 50 pages to find it. My dilemma is that while testing my mission I thought I would jump ahead and see what happens when I bypass my initial set of logic boxes and go to others I had set in a different area. Low and behold they triggered thus screwing up the continuity of my story line. My question is how do I stop some of the boxes being triggered before the first ones? To spell it out better, my mission starts and it tells you to go to said waypoint. When you get there you enter a volume box which triggers some cut scenes. At the end of those a new waypoint is shown and it tells you to go to that area. Upon entering that area another volume box triggers more scenes and a fight. If you go to the second area before the first it triggers and screws it up. Now I know you would have to know to go there before this would happen but I'd rather tie up all loose ends and not have to worry about it. So how do I stop this possibility from happening?
15-06-2012 10:47 AM - edited 15-06-2012 10:57 AM
Ok what you lack in is switches, I don't know exactly how your logic boxes works, but you need switches to make the logic boxes in front of your first initial trigger volume, not trigger ahead. ![]()
I'll do my best to explain how to solve your problem, assuming that you didn't use a switch yet, the switch allows the creator to make it so the person playing the mission cannot trigger the logic that the creator does not want to be activated. For example, in your situation you have multiple volumes that don't want to be triggered ahead, but in order instead.
Now we'll start with a basic solution to your problem using a switch logic, you want Volume A to trigger before anything else and Volume B to trigger after the previous Volume has been triggered, to prevent the player from triggering Volume B, we'll add a switch. Now the switch bears two options based on what you want it to prevent in your mission, Enable (after), and Disable (before), for your situation you want it Enabled. The switch has 2 input cables (one in the back, and one on it's right side) and 1 output cable, first you will want to connect Volume B's cable into the back side of the input cable, then connect Volume A's cable into the other remaining input cable on the right side of the switch, then you connect the output cable into the logic/cut scenes/text that you want triggered when the player enters Volume B, we'll pretend it's a cut scene that triggers. Also make sure the switch is set to Enabled and both Volume A and B's "Reset When" is set to "After all/any trigger". Here's what it will say on the logic box description, "After Volume A is triggered, When Cole enters Volume B trigger a Cut scene". Basically the switch prevents the player from triggering Volume B, because the switch specifically explains that 'After' Volume A is triggered then Volume B can be triggered. Volume A's logics can consist of "After a Cut scene is triggered" too for the switch if you are wondering. This can also apply to the other Volumes you have lined up like, "After Volume B is triggered, When Cole enters Volume C trigger a Cut scene".
Remember to set the volume to Reset when: After all/any trigger, because when the player enters Volume B continuously with the Switch integrated, nothing will happen until Volume A is triggered, but for your warning it still triggers without the player seeing anything or anything happening. So if you were to set the volume to Reset when: Never, when the player enters Volume B it triggers, but it will never trigger again unless you restart from a checkpoint, die, or restart the mission.
I'm aware this may be some what difficult to understand and trust me, it took me a long time to figure out how the switch works, but it's a needed logic tool for many different types of functions for creating a mission. That said, the solution I explained to you should solve your problem, but should you need a demonstration on how the switch works click here, The link I have provided will open a page on a Youtube video explaining the basics of a switch logic through demonstration, made by the one and only suckerpunchcommunity (the company itself). I wasn't entirely sure if you were aware of their videos, but I wanted to make sure, and there are more videos from them based on UGC tutorials for other Logic tools that you may not understand to help create your complex missions!
Anyways I hope this helps you with your mission, good luck! ![]()
on 02-07-2012 01:54 AM
This might be a simple question, but here goes. I have a mission where I have some Militia on my team and we're fighting Ice Soldiers. Is there a way to get the Ice Soldiers to attack each of us equally?
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