Introduction to Logic: Difference between revisions

From EVERYWHERE wiki
Jump to navigation Jump to search
No edit summary
m (Protected "Introduction to Logic" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading])
 
(31 intermediate revisions by 2 users not shown)
Line 1: Line 1:
This page will go through various step by step guides to introduce you to Logic in ARCADIA.
__NOTOC__
__TOC__
Logic Linking: Items can be linked together using Logic. This allows for creation of gameplay interactions. Check out [[Logic Best Practices|Logic Best Practices]] by Build A Rocket Boy.


{{CustomHeader|Title=Player Respawn}}
Below are some examples of basic logic linking to familiarise yourself with how the system works. Start with basic functionality, and build more complexity as you get comfortable with ARCADIA.
Respawning is returning players back into an active game after they have died in-game.  


This page explains how to detect when a player has been eliminated and respawning them in specific locations, called Spawn Points.  
{{CustomHeader|Title=[[Sliding Doors]]}}
This page shows you how to setup logic for doors to open and close based on player location whenever they enter / leave a designated area.  


* Place On Actor Eliminated Node
{{CustomHeader|Title=[[Interactive Light]]}}
* Place Per Player Timer Node
This page shows you how to create Logic for turning a light on / off with a Pressure Plate. You can apply the same principals with different types of triggers.
* Place Spawn Player Node
* Place Player Spawn Point
* Link On Player Eliminated Node to Per Player Timer Node
** <code>On Actor Eliminated → Start</code>
** <code>Killed by PlayerID → PlayerID Reference</code>
* Link Per Player Timer Node to Spawn Player Node
** <code>On Finished → Spawn Player</code>
** <code>PlayerID Reference → PlayerID Reference</code>
* Select the Per Player Timer Node and untick Loop
** We want the timer to only run once
* Player Spawn Point IDs
** Add an ID to the Player Spawn Point Node, for example: Spawn Point A
** If you want this Spawn point to be the initial Spawn point, tick the box: Initial Spawn Point in the attributes panel
* Place a String Node
** Change the Default String field to match the Player Spawn Point ID you just added. In our example: Spawn Point A
** Set Automatically Send Value to On Game Start
* Link String to Spawn Player Node
** <code>Outputted String → Spawn Point ID</code>


{{CustomHeader|Title=Moving Gates}}
{{CustomHeader|Title=[[Moving Platforms]]}}
 
Moving platforms can add a lot of layers to your ARC. You can apply them to gates, or to open new paths for players to progress throughout your ARC. This page explains how to trigger specific object movement when a player enters a Trigger volume.
{{CustomHeader|Title=Interactive Light}}

Latest revision as of 16:45, 17 June 2024

Logic Linking: Items can be linked together using Logic. This allows for creation of gameplay interactions. Check out Logic Best Practices by Build A Rocket Boy.

Below are some examples of basic logic linking to familiarise yourself with how the system works. Start with basic functionality, and build more complexity as you get comfortable with ARCADIA.

Sliding Doors

This page shows you how to setup logic for doors to open and close based on player location whenever they enter / leave a designated area.

Interactive Light

This page shows you how to create Logic for turning a light on / off with a Pressure Plate. You can apply the same principals with different types of triggers.

Moving Platforms

Moving platforms can add a lot of layers to your ARC. You can apply them to gates, or to open new paths for players to progress throughout your ARC. This page explains how to trigger specific object movement when a player enters a Trigger volume.