14-06-2011 01:32 AM - edited 14-06-2011 01:34 AM
@bnfdhfdhdh Thanks a lot man!
on 14-06-2011 03:27 AM
on 14-06-2011 03:43 AM
on 14-06-2011 03:58 AM
on 14-06-2011 06:58 AM
Made my first mission on top of the Can Can cabaret building
. Most of the logic was pretty easy to figure out and I ended up making a three part narrative that ends in a race against the clock. The objective is to collect two briefcases guarded by militia, and then race to the rebel boat with the intel before it leaves. The core gameplay seems to work solidly, however when I tried to add checkpoints to the intel pick ups they didn't work properly.
The checkpoints spawn cole in the desired location, but the entire mission has been reset. Since then I've rewritten the entire mission's logic to include switches and an actual progression for the mission but my checkpoints still aren't working. The new brain looks something like this:
[Moniter: mission start + no checkpoints triggered] > [Splitter 1] (removes all 3 militia groups from the world) >[Splitter 2] (sets hostility towards cole for all three groups) > [splitter 3] (pins first waypoint to map) ---> connects to bottom input of [switch 1] (not the one that goes straight through)
[Volume 1] enables [switch 1] throughput
[switch enabled] > [Splitter 4] (hides waypoint 1 and pins waypoint 2) > [Cascading mission brief] > Checkpoint 1 [and] > [Splitter 5] (sets new objective and spawns cathedral group.)
Everything works up until the checkpoint, if you die it spawns you in the correct location but with no objectives or waypoints, bad guys all in place.
It's supposed to go [waypoint 1] (talk to zeke, new objective) [waypoint 2] (kill bad guys, collect objective 1, talk to zeke, new objective) [waypoint 3] (kill bad guys, collect objective 2, talk to zeke, race to waypoint 4) [mission complete, yay!] and it works FINE until I try to add checkpoints lol. If I can figure this first one out I can get the rest of the mission working again. I'm Tearing my hair out over here, someone help ![]()
-J
on 14-06-2011 07:26 AM
Regarding ...
"The problem is that i can not have the countdown timer work properly. i have set up a volume and when the player enters the perimeter, the countdown should decrement by 1. However it gets stuck at 89 and stops counting down. Do you have any idea why it doesnt keep counting down?"
It struck me also that you may be confusing timers with counters?
And, regarding my question about making monsters hostile to Cole (on a previous page from this thread) .. I was having a blank moment and being a numpty. The 'assault Cole' settings I was looking for are under 'orders' in the object modifier logic box.
14-06-2011 08:17 AM - edited 14-06-2011 08:40 AM
@devils
You might be able to make him run faster with an Object Modifier and the Physics tab. I don't know how to use it tho persoally. X, Y, Z means what?
Anyways you could make the thief into an ice soldier with a shotgun and they run faster than Cole. You could increase the distance of the thief or place objects above pr in front of Cole that destroy when he gets near them so as to slow him down like bridges, vehicles, platforms, etc., or maybe the thief is part of a gang and you could have his members run out and melee cole or throw rocks at him to slow him down.
@JANUS
Your perimiter for your Checkpoint is [no checkpoints triggered] meaning those events happen only when you have not triggered the checkpoint but when the checkpoint is triggered then none of your logic boxes will fire.
I only saw you mention 1 Checkpoint in your post so I assume you only have the 1. If you want some actions to trigger after you spawn from a checkpoint then your Monitor checkpoint perimeter needs to read Checkpoint X [is the current checkpoint] and if you want actions to trigger when you've activated the checkpoint then your perimeter needs to read Checkpoint X [has been triggered].
@JANUS
You could also set the Monitor so the Checkpoint perimeter reads, Checkpoint X [is not the current checkpoint] in which case the actions you've scripted with your logic boxes will still trigger in the beginning and if you have another Checkpoint (Y) placed later and it becomes the current Checkpoint then Checkpoint X's connected logic boxes will fire.
At any rate you need multiple Checkpoints if you want everything to go smoothly.
You have to seperate some of those logic boxes from your first Checkpoint set with the [no checkpoints have been triggered] perimeter or duplicate them and add them to a different Checkpoint with a different Monitor...
Checkpoints are sort of hard to explain... lol...
on 14-06-2011 01:41 PM
As part of my mission I want to count off each killed or leashed group of enemies which when completed concludes the mission, what option in the tools do I use to count off each group of enemies?
Currently I have 5 groups consisting of five enemies after each group is defeated I wish to reward the player by maxxing out their power and offering them a temporary upgrade.
This needs to happen with each group.
Finally exactly HOW do I end a successful mission?
I have tried using the 'mission complete' tool but it doesn't work as it's actions are 'undefined'.
Thanks in advance
on 14-06-2011 03:00 PM
14-06-2011 05:12 PM - edited 14-06-2011 05:17 PM
So you're saying you have, a Monitor, the perimeter you chose is if [all] Group X is incapacitated or defeated then add group Y to the world (using an Object Modifier of course). This isnt working for you because they're already on the map.
The answer is simple you need to remove Group Y from the world first by doing the following.
Monitor > Mission Starts > Set perimeter to Always.
Attach your Monitor to an Object Modifier with the perimeter Remove Group Y from world.
All done.
This is the only step you're missing. Now whenever the Mission Starts, or you spawn at a checkpoint, that group will be hidden from plain sight until Group X is defeated.
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