Here are the concepts at work;
=Having different items will perform different actions based on an inventory check of the player on trigger event.
-example: Rocket Launcher will throw the triggering player in a vehicle, Minigun will cause a turret to spawn, and Flak Cannon will spawn a wave of attackers.
=Every time certain goals are achieved, timers are started to pull the progress back to nil eventually should the player just decide to stop trying.
-example: A delay is attached to the tail of the function which will count down a time limit and then destroy a vehicle or degrade a count.
=Take Damage triggers are placed in the map to activate smaller events that involve certain damage types.
-example: A target is placed above the buttons. Shooting it and hitting the damage threshold with particular weapons will activate a spawn of bots that have the particular weapon used to damage it.
On top of these user activated events, there will be background waves being spawned every 10 seconds, ensuring that there is always action happening down on the field.
So far, everything seems to be hooked up and working nicely in the prototype. The next step is to add a layer of terrain and create two copies of the map. One, for a single player to work with where the enemy's forces increment to get greater and will prevail if left unchecked, and another for a team game where everything will be even and the player(s) working the hardest will prevail.
![]() |
Kismet screenshot: Small blue boxes are sub-sequences |
![]() |
Screenshot of the current progress of the map. Ready for terrain to be added underneath the skydome. |
-Ken.
No comments:
Post a Comment