Once this device has been triggered eight times, it sends a signal to spawn the final boss. Set the Increment when Receiving From option to channel 9. This is done by incrementing the device when either the Trigger or Button sends a signal through a specific channel. The player will cross four Triggers and activate four Buttons before the final boss is spawned. This is going to be used as a counter for the spawning of the final boss. This device is not going to award any score to the player. Set the Disable When Receiving From option to channel 19. Set the Enable When Receiving From option to channel 6. Set the Activate When Receiving From option to channel 14. The other settings are similar to the ones for Devices 1, 2 and 3. Since there are only four creatures in this specific zone, the increment will happen three times so that a Score of 7 will be awarded when the final creature is eliminated. Set the On Score Output Transmit To option to channel 7. Once the Score Manager increases its Score Value to a specific value, you want to transmit a signal to a Lock Device to unlock a door, then display a HUD message and enable a Trigger. Increase the score awarded by 1 for subsequent creature eliminations. Start with a base score for killing a creature in this zone. Set the Disable When Receiving From option to channels 4, 5 and 6 respectively.įor devices 2 and 3, set the Enable When Receiving From option to channels 4 and 5 respectively.įor devices 2 and 3, set the Enabled During Phase option to None.įor this device, you will use the score output to trigger other devices. When a player switches classes upon completing a zone, the Score Managers associated with the zones are no longer needed and the next set of Score Managers should be enabled. Set the On Max Triggers Transmit To option to channels 1, 2 and 3 respectively. Once all five creatures have been eliminated, you want to unlock a door to give the player access to the next zone, change the player's loadout (class switch), and prepare a trigger device to spawn the next group of creatures. Set the Times Can Trigger option to 5 for each device. As such, these devices can only be triggered five times before we do something. There are five Creature Placers associated with each Score Manager device in their respective zones. Set the Score Value option to 1, 2 and 3. Set the Activate When Receiving From option to channels 11, 12 and 13 respectively. These give the player a score when a creature is eliminated. Three different functional uses are demonstrated here with the five Score Managers. Set the When Class Switched Transmit On option to channels 4, 5 and 6 respectively. For each of the three Class Selectors, set the Change Player to Class when Receiving From option to channels 1, 2 and 3 respectively.Īt the same time, class switching is also used to enable and disable specific Score Managers. Assign a unique Class Identifier to the Class To Switch To option for each of the Class Selectors.Ĭlass switching will be done remotely and triggered by a specific Score Manager. The player starts off with a default class, which you specify in the Default Class Identifier option located in My Island > Game. We will use three Class Selectors since the player is going to switch class three times. Make sure each of the Class Designers have a unique Class Identifier, with four different weapon loadouts. Since the plan is to switch the player's weapons upon the completion of each zone, you need to use four Class Designers, which represent our four zones. This playthrough culminates in a final boss encounter, which concludes when the boss is eliminated. More challenging monsters are encountered as each zone in the dungeon is unlocked. The player starts off with a common assault rifle, which gets upgraded as the player progresses in the game.
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