
thescenmapper
Joined: Sep 9, 2011
|
Posted: Oct 12, 2011 02:01 PM
Msg. 1 of 5
i created a campaign map, but netgame teleporters don't work in the game. how to add a working teleporter in campaign map?
|

thescenmapper
Joined: Sep 9, 2011
|
Posted: Oct 13, 2011 09:38 AM
Msg. 2 of 5
can someone explain me easier? I don't know about trigger volumes and how to link them to the teleporting. i need a step-to-step pratical lesson.
|

thescenmapper
Joined: Sep 9, 2011
|
Posted: Oct 17, 2011 08:51 AM
Msg. 3 of 5
thanks, you are a friend. when I'll become expert, I'll do a lot of tutorials
|

thescenmapper
Joined: Sep 9, 2011
|
Posted: Dec 5, 2011 12:54 PM
Msg. 4 of 5
well, so how to do checkpoints in Sapien?
|

test01
Joined: Sep 29, 2011
|
Posted: Dec 11, 2011 06:43 AM
Msg. 5 of 5
Checkpoints can be used by using trigger volumes as well, or you can setup a script that will detect when all enemies are dead and then it will save.
Forgive me if any of these don't work. I'm not too pro at all this either.
This trigger volume script is [intended to] set to sleep until your player walks into the trigger volume, and then it saves your game
(script continuous checkpoint_save (sleep_until (volume_test_object [INSERT NAME OF TRIGGER VOLUME] (unit (list_get (players) 0))) (game_save))
For the game_save part of the script, you can replace that to which type of save you want:
game_save - firstly checks to see if there are no enemies around, then saves. Gives up checking after 8 seconds if enemies are still in the area
game_save_no_timeout - same as game_save, except will keep checking until there are no enemies around [does NOT give up checking after 8 seconds]
gave_save_totally_unsafe - saves a cehckpoint regardless if there are enemies around or not.
Heres a checkpoint script that'll activate after all enemies are dead, not having to walk into a trigger volume:
(script continuous checkpoint_save (sleep_until (= (ai_living_count [ENCOUNTER/SQUAD]) 0)) (game_save))
again you can customise the game_save script
Where it says ENCOUNTER/SQUAD, replace that with the 'name of your ai's encounter'/'name of ai's squad'. For example, (ai_living_count covenant/banshee_pilots) or (ai_living_count human/assault). If you go to sapien's screen and click on the AI list in the hierarchy window, you can then see "encounters" and when you click on your encounter name you'll see 'squads'. replace ENCOUNTER/SQUAD with those names Edited by test01 on Dec 11, 2011 at 06:45 AM
|