Can powernodes affect the state of objects other than light?
I'm starting to poke around the Spark editor (so different from what I'm used to with UDK and Hammer), and before I commit to a particular map I'm wondering if the following is possible:
Powernodes that are destroyed can turn off lights in the game, but can they affect the state of anything else?
I guess what I'm asking is is there any kind of scripting available like the kismet in UDK, for example? I haven't been able to find anything of the sort when I had a quick look.
Powernodes that are destroyed can turn off lights in the game, but can they affect the state of anything else?
I guess what I'm asking is is there any kind of scripting available like the kismet in UDK, for example? I haven't been able to find anything of the sort when I had a quick look.
Comments
Powernodes that are destroyed can turn off lights in the game, but can they affect the state of anything else?
I guess what I'm asking is is there any kind of scripting available like the kismet in UDK, for example? I haven't been able to find anything of the sort when I had a quick look.<!--QuoteEnd--></div><!--QuoteEEnd-->
you bet, through modding and lua scripting. but not in standard natural selection 2 game mode... currently.
edit: take your questions over to the <strike>nerds</strike> smart guys in the modding forum.
Maybe stop some rotating blade in a ventilation flue that will now let aliens have a shortcut somewhere.
Basically I just want to be able to have a bigger effect when the powernode is destroyed. Both in terms of visual flair and for map strategy.
The Editor will improve but not yet, tho they still search for some one who can program for the Editor.
So, anything that would get changed with a Power Node's state must be created via code, and then wired into the editor_setup.xml file. The editor has to know WTH it is you're placing in a map.
Depending on what you're wanting to do, this could either be fairly straight forward, or potentially <b>very</b> complicated. Something like a force field would need a model with collision / physics related data in the model. Otherwise, the Client/Server won't know how / when / should something interact with said Force Field.
Ideally, mappers would have an entity system available to them, and then be able to use trigger volumes to achieve this sort of effect. A trigger entity could then "Listen" to power nodes and perform X when their state changes. The "X" being defined by the mapper. Having a system like this would require a significant amount of work however, so I wouldn't expect to see it any time soon.
If you're curious how things get affected by Power node state changes, take a look at PowerConsumerMixin.lua and PowerSourceMixin.lua
Nice thing is, hooking things into the power grid is almost as simple as implementing those two mixins. In the first version of MvM, I modified doors so they require power from the closest power node. It was very easy to do.