Information on flowgraphs can be found here
To make a frozen environment click here
A link to some sample flowgraphs in Crymod can be found here. There are quite a few examples of flowgraphs here but nothing directly to do with lighting and triggers.
Custom AI Actions Tutorial
This tutorial shows how to make a custom AI action and make the AI move towards a tag point.
http://www.veoh.com/search/videos/q/sandbox/offset/40/searchId/9e96e75bb22461d76d60e24aa9dd1b70 [accessed 18 Sept 2010]
Nodes Used:
To Trigger AI to impliment flowgraph ...
Start - Implements action on start.- At start of game AI is engaged
Entity: EntityId - Attaches the Id of an object which the AI acts on, in this case a tag point.
AI Execute - Initiates AI to perform an action, in this case move towards the object/tag point. AI and Object to the move AI towards object script
Move AI To Tag Position and do an Action ...
AI Action Start - Initiates the start and connects to AI and tag object.
Entity: EntityPos - Collects tag object position and connects to AI position.
AI:AIGotoSpeedStance - Synchronises tag and AI positions.
AI: AIAnim - Once positions are synchronised then AI performs an action at that position.
AI:ActionEnd - If the AI succeeds then flowgraph is ended, if AI doesn't then flowgraph is cancelled, presumably prevents and indefinate loop.
Squad Follows Player Tutorial
This tutorial shows how to make a squad of several AIs follow the player.
http://www.veoh.com/search/videos/q/sandbox+squad+follows+player [accessed 18 Sept 2010]
Nodes Used:
To Make Squad Follow Player ...
Start - Implements action on start.
AI: AIExecute - Initiates AI followers to start following at set distances.
To Make Squad Members Stop Following Player ...
Input: Key - Initiate action on input of chosen key 'p'.
AI: AIExecute - Initiates AI followers to stop following the player.
Light Switches Tutorials
This video shows how to turn a light on using a light switch. The sound quality is poor.
http://www.veoh.com/search/videos/q/sandbox+light [accessed 19 Sept 2010]
This is a better quality video on how to make a light turn on using a light switch.
http://www.youtube.com/watch?v=vO5gOBoue7Y [accessed 20 Sept 2010]
This gives detailed information on Light Entities and the rollup bar for their manipulation.
http://wiki.crymod.com/index.php/Sandbox_ObjectsEntityLights [accessed 26 Sept 2010]
Russell Lowe Tutorial [performed 21 Sept 2010]
Nodes Used:
To Turn Light On/Off Using Proximity Trigger ...
Start - Implements action on start.
entity:ProximityTrigger - Enables an action on entering/leaving/inside the proximity trigger.
entity:SimpleLight - Activates/deactivates and enables/disables light.
time delay - Allows for a time delay to input between the trigger and the light.
To Turn Light On/Off Using Area Trigger ...
Start - Implements action on start.
entity:AreaTrigger - Enables an action on entering/leaving/inside the proximity trigger.
entity:SimpleLight - Activates/deactivates and enables/disables light.
time delay - Allows for a time delay to input between the trigger and the light.
Time:Delay Node
This node is used to delay the transmission of any kind of information or signal.The information or signal arriving at the “in” input is transmitted to the “out” output only when the “delay” input value (in seconds) is passed. The “delay input is usually manually decided by the user, however it can also be set dynamically. The node isn’t blocked when the first signal arrives, the arriving data is correctly operated continuously even during the delay pause.Typical uses are the delay of data in order to correctly interact with other data in other nodes, or a simply pause between the triggering of something and the effects.
http://wiki.crymod.com/index.php/Flowgraph_Guide#Time:Delay [accessed 26 September 2010]
AI:AIExecute Node
Name: AIExecute
Class: AI
Category: Approved
Hidden: No
Function: Executes an AI Action
Inputs
entityId Port
Type: Entity
Technical Name: entityId
Default Value: 0
Changes the attached entity dynamically
Sync Port
Type: Any
Technical Name: sink
Default Value: None
for synchronization only
Cancel Port
Type: Any
Technical Name: cancel
Default Value: None
cancels execution
ObjectId Port
Type: Entity
Technical Name: objectId
Default Value: 0
Entity ID of the object on which the agent should execute AI Action
Action Port
Type: String
Technical Name: soaction_action
Default Value: Not specified
AI action to be executed
MaxAlertness Port
Type: Integer
Technical Name: maxAlertness
Default Value: 2
maximum alertness which allows execution (0, 1 or 2)
HighPriority Port
Type: Boolean
Technical Name: HighPriority
Default Value: 1
action priority - use to force the action to be finished (except if alertness get higher)
Outputs
done Port
Type: Entity
Technical Name: done
Default Value: None
action done
succeed Port
Type: Entity
Technical Name: succeed
Default Value: None
action done successfully
fail Port
Type: Entity
Technical Name: fail
Default Value: None
action failed
http://wiki.crymod.com/index.php/FGNode:AI:AIExecute [accessed 26 September 2010]
Entity:Proximity Trigger
Name: ProximityTrigger
Class: entity
Category: Approved
Hidden: Yes
Function: Creates a trigger when player is close.
Inputs
entityId Port
Type: Entity
Technical Name: entityId
Default Value: 0
Changes the attached entity dynamically
Disable Port
Type: Boolean
Technical Name: Disable
Default Value: 0
Disables the trigger
Enable Port
Type: Boolean
Technical Name: Enable
Default Value: 0
Enables the trigger
Enter Port
Type: Boolean
Technical Name: Enter
Default Value: 0
On entering the proximity trigger
Leave Port
Type: Boolean
Technical Name: Leave
Default Value: 0
On leaving the proximity trigger
Outputs
Disable Port
Type: Boolean
Technical Name: Disable
Default Value: None
Disable
Enable Port
Type: Boolean
Technical Name: Enable
Default Value: None
Enable
Enter Port
Type: Boolean
Technical Name: Enter
Default Value: None
On entering the proximity trigger
IsInside Port
Type: Boolean
Technical Name: IsInside
Default Value: None
Whilst inside the proximity trigger
Leave Port
Type: Boolean
Technical Name: Leave
Default Value: None
On leaving the proximity trigger
Sender Port
Type: Entity
Technical Name: Sender
Default Value: None
Sender
http://wiki.crymod.com/index.php/FGNode:Entity:ProximityTrigger [accessed 26 September 2010]
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