The time delay node is the smallest of the nodes I shall be using. I have chosen this node as I intend to use lighting as a means of recording movement. CryEngine2 does not allow for more than 32 lights on at any one time Therefore the lights will need to be turned off when moving to different experimental areas. However, due to the need to record movement, it is useful to have lights turn on then delay their turning off in order to observe the movement which has just passed and also thereby observe the time taken to move through a path.
http://wiki.crymod.com/index.php/Sandbox_ObjectsEntityLights [accessed 26 Sept 2010].
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]
Entity:Proximity Trigger
The Entity:ProximityTrigger can be accessed by importing a proximity trigger into the game, Entity-Triggers-ProximityTrigger, then creating a flowgraph from its rollup bar, Flowgraph-Create-Rt Click-Add Selected Entity. The trigger node is a vital tool to record movement as it enables recognition of a player when it is close to a trigger point. This can then be used to trigger events to record the presence of a player, in my case I intend to use lights to record the players presence in an area.
Entity:AreaTrigger
I have added this node as I am not certain yet which trigger will be most appropriate to use. The Entity:AreaTrigger may also be used to record a player's presence in a given area and is accessed in a similar fashion using Entity-Triggers-TriggerArea. This is a similar trigger and I will attempt to utilise both inorder to ascertain which node is more appropriate in different situations.
AI:AIExecute
The AI:AIExecute node will enable me to manipulate an AI/third person to perform an action. This can be in the form of making the person move to a point/object, follow the player, follow a path and so forth as well as perform animations such as yawning, sitting down. I intend to use this tool to record the movement of third party people.
AI:AIGotoSpeedStance
I have added this node as a fourth node as the AI:Execute node is interdependent upon this node for the movement of an AI in synchronisation with an object.
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