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Difference between revisions of "Checkpoints"

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(Created page with "Currently, the player can only hold a maximum of two weapons at a time. Until this is changed, use the following pattern to give your player as many weapons as you'd like. =...")
 
 
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Currently, the player can only hold a maximum of two weapons at a time. Until this is changed, use the following pattern to give your player as many weapons as you'd like.  
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[[Category:Patterns]]
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For long campaign type maps, adding checkpoints can remove some of the frustration after the player dies. <br>
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<br>
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See the example map named Patterns: Checkpoints with map ID JLQMWRKW.<br>
  
== Use Many Player Loadouts ==
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== Use Many Player Starts ==
Add a Player Input object, be sure to enable the Player Input. <br>
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Place one Player Start at the beginning of the map, and place an additional Player Start at each checkpoint location. <br>
Add a Sequencer with the properties Repeat Sequence set to true, Run One Output Per Signal set to true, and Shared Sequence set to false.<br>
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On the first Player Start, make sure the Enable property is set to true. <br>
[[File:PatternBiggerLoadouts_seq.png]]<br>
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On all of the checkpoint Player Starts, set the Enable property to false. <br>
Create one Player Loadout for each of the weapons that you'd like to give your player. For best results, assign only Weapon 1 in the properties and leave Weapon 2 empty.<br>
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When the player reaches the checkpoint, enable the checkpoint Player Start and disable the previous Player Start. This way, only one Player Start is enabled at any given time. <br>
String these objects together so that when the player presses the Change Weapon button, the next loadout in the sequence will be given to the player. <br>
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[[File:PatternBiggerLoadouts.png]]<br>
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[[File:PatternsCheckpoints.PNG]]
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== Non-Linear Checkpoints ==
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Youtube user Jan-Willem van Dronkelaar has created a tutorial video named [https://www.youtube.com/watch?v=rvC3m22gRHk doom snapmap checkpoints]. He uses the [[Boolean_Messenger|Boolean Messenger]] pattern to create a non-linear checkpoint system. Whenever the player triggers a checkpoint, all checkpoint Player Starts are disabled and only the current checkpoint Player Start is enabled.

Latest revision as of 2016-05-27T13:53:37

For long campaign type maps, adding checkpoints can remove some of the frustration after the player dies.

See the example map named Patterns: Checkpoints with map ID JLQMWRKW.

Use Many Player Starts

Place one Player Start at the beginning of the map, and place an additional Player Start at each checkpoint location.
On the first Player Start, make sure the Enable property is set to true.
On all of the checkpoint Player Starts, set the Enable property to false.
When the player reaches the checkpoint, enable the checkpoint Player Start and disable the previous Player Start. This way, only one Player Start is enabled at any given time.

PatternsCheckpoints.PNG


Non-Linear Checkpoints

Youtube user Jan-Willem van Dronkelaar has created a tutorial video named doom snapmap checkpoints. He uses the Boolean Messenger pattern to create a non-linear checkpoint system. Whenever the player triggers a checkpoint, all checkpoint Player Starts are disabled and only the current checkpoint Player Start is enabled.