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  1. #1
    MSgt. Shooter Person
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    Default Checkpoints [FIXED]

    I've been working on a single player test level and I'm currently trying to get checkpoints working properly. Right now it just crashes after the player tries to go back to the last checkpoint.

    Kismit code:



    Also having issues with Objectives and Points of Interest having extra text on screen:



    Thanks in advance for any help!
    Last edited by NeoNautica; 11-11-2007 at 09:20 PM.

  2. #2
    MSgt. Shooter Person
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    Default

    hoo boy, you guys are really diving in now, hahaha. Yeah, checkpoints, good lord, not pretty. We never made an elegant solution for this, it was mostly kismet driven in nature, so it's a bit script intensive. So, from looking at that here's a few notes:

    Always use the action called "Level Loaded and Visible" instead of level beginning, we should really delete the level beginning action, as it was outdated, we just didn't want to break anything that was accidentally using the old action.

    You don't need the connection from level beginning to that gate below it. When that top action "set active checkpoint" is hit it will automatically fire off the event you have below it for "checkpoint activated.

    Checkpoints don't work in PIE (Play-in-editor) you need to exit the editor and actually try the map in the normal game to verify if it's working, and you need a valid player profile as well.

    If it's still crashing there, I doubt it's actually the checkpoint system as much as it's probably something that's being fired off after the checkpoint is active. So a good debug would be to disconnect all the events after the checkpoint event and just put some log files in to see if it really is just the checkpoint system.
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    Lee Perry
    Senior Gameplay Designer
    Epic Games

  3. #3
    MSgt. Shooter Person
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    Default

    Thanks for the reply Lee.

    Checkpoint does work in game. Now there is just the issue of enemies that were spawned/kill are not respawning if the player restarts at a checkpoint. Is there an easy way to reset everything that spawns/plays after a checkpoint or a good method of doing so (somehow I get the feeling it isn't "easy" looking at the other maps in the game)?

  4. #4
    MSgt. Shooter Person
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    Default

    Thanks in advance, haven't had time to get beyond just messin around in the editor. But when I sit down to make a proper level I'm sure this'll come in handy.
    *bookmarked*

  5. #5
    Skaarj
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    Gamertag: slaypiece

    Default

    Quote Originally Posted by NeoNautica View Post
    Also having issues with Objectives and Points of Interest having extra text on screen:
    Me too. I tried adding my own localization file in My Documents\My Games\Gears of War for Windows\WarGame\Unpublished\CookedPC\Localization\ INT, but that didn't seem to work. I've tried a custom filename, as well as warfaregame.int, but no dice.

  6. #6
    MSgt. Shooter Person
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    Default

    Maybe it should be add where the original content of GoW is installed?

  7. #7
    MSgt. Shooter Person
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    The only piece UDN has about objective names is:

    "A localized text file for your mod package should be created and placed in the following directory:

    C:\Documents and Settings\<userID>\My Documents\My Games\Gears of War\WarGame\UnPublished\CookedPC\Localization\<LAN GUAGE>\YourModName.int"

    I created a ...\Localization\INT\SP_NeoNautica.int file with:

    Code:
    [POIS]
    TEST_POI_1=Enemy Location
    
    [OBJECTIVES]
    TEST_to_Factory=Get to the Factory.
    But it didn't work. SP_NeoNautica is the same name as the folder for my map: ...\CustomMaps\SP_NeoNautica\SP_Test_P.war

    Not sure what is supposed to be in the int file, so it may be cause by not having the right code in there?

  8. #8
    MSgt. Shooter Person
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    Default one way of doing it..

    I have got my own objectives to show up by just putting the objective underneath the original campaign objectives..

    It only seems to work in game though, doesnt wanna work in the editor..

    No, wait.. It didn't work in the editor before, but it does now.. maybe you have to run the game so it can detect the changes and update itself or something?
    Last edited by Brooksy; 11-11-2007 at 02:54 PM.

  9. #9
    MSgt. Shooter Person
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    The problem with adding them to the original ini is that if someone has multiple maps installed they will overwrite the same file and only 1 maps objectives will work...

  10. #10
    MSgt. Shooter Person
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    Something that will cause you about a million Kismet problems until you remember it like the back of your hand is that every event in kismet (in this case your "checkpoint activated" event) has a value called "MaxTriggerCount"

    If this is set to "1" then that event can only fire off one time. Set it to "0" and it will fire off every time it's told to.

    About half the time we find the trigger needs to work one way or another, so it's a good idea to check this property anytime things aren't working well with an event.

    Quote Originally Posted by NeoNautica View Post
    Thanks for the reply Lee.

    Checkpoint does work in game. Now there is just the issue of enemies that were spawned/kill are not respawning if the player restarts at a checkpoint. Is there an easy way to reset everything that spawns/plays after a checkpoint or a good method of doing so (somehow I get the feeling it isn't "easy" looking at the other maps in the game)?
    __________________
    Lee Perry
    Senior Gameplay Designer
    Epic Games

  11. #11
    MSgt. Shooter Person
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    Thanks for the help Lee!

    I assumed it would fire off everytime the checkpoint was loaded. Assuming is never good... heh.


 

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