08-06-2011 06:07 PM - edited 08-06-2011 06:29 PM
Have a UGC problem that you need to solve? That "thing" you want to do with the UGC tools just not working? Use this thread to get help!
I'll get the problem solving started by providing the answer to a question that user "augster1011" posted on the beta forums. augster1011 wanted Different Choice Briefs - "trigger something, e.g. an explosion, and have that cancel out a brief that would normally activate from a volume switch"
The solution to this problem is with switches! See this flowchart.
A switch set to disable will pass its input till a "disabler" happens, like a bomb going off. Connecting the bomb's explosion event to the disable switch prevents whatever is on the other side of the disable switch from running. In this case it would prevent brief "Bomb did not go off" from showing.
A switch set to enable will NOT pass its input till an "enabler" happens, like a bomb going off. Connecting the bomb's explosion event to the enable switch passes input to whatever is on the other side of the enable switch. In this case it would enable brief "Boom!" causing it show on screen
Switches are very powerful tools that can give your missions alternate paths and choices.
08-06-2011 07:05 PM - edited 08-06-2011 07:07 PM
Thanks for getting this thread started! We'll have a couple branches set up soon to streamline various UGC discussions, but for now this is a good place for help.
-Sucker Punch UGC Support
09-06-2011 08:41 PM - edited 09-06-2011 08:41 PM
This may seem simple but I cant figure this one out to save my life. How do I make a touch the ground fail logic?
09-06-2011 08:47 PM - edited 09-06-2011 08:59 PM
Use the volume tool. I'm guessing you want this to work with Cole. Edit the volume tool so the volume area is large / wide enough for the area you expect Cole to fall through. Set the Volume to "On Entry:", and make sure that you set the volume's "who" to Cole. Connect the Volume to the mission fail tool.
on 09-06-2011 11:15 PM
Hopefully an easy solution here: How do I award experience at the end of a mission?
I have a very simple rooftop 'ring race' utilizing an existing Sucker Punch template, but I've changed the path of the race. All starting and ending logic boxes are still intact. Except it doesn't award XP for success.
Any help is greatly appreciated!
09-06-2011 11:26 PM - edited 09-06-2011 11:26 PM
To set a waypoint on the map, place a single Path Point to the desired location and place it in its own group. Use an object modifier to set a map icon for the group you placed the path point in. Path points are invisible during a mission, so the player will only see the map icon.
09-06-2011 11:33 PM - edited 09-06-2011 11:34 PM
How do I set up waves of enemies? I am trying to with a Monitor and an object modifier that states that when my "group 1" is incapacitated or defeated add "group 2" to the world. I would think this would work but both groups start off in the world, is there a way I can have my group 2 and all subsequent groups be hidden until the previous group is defeated?? Thanks
on 09-06-2011 11:34 PM
on 09-06-2011 11:35 PM
Set a listener to Mission Starts, then object modifiers to remove each enemy group from the world. Then, set listeners and object modifiers to add a group to the world when the previous group is incapacitated or defeated.
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