Introduction to Logic: Difference between revisions

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{{CustomHeader|Title=Player Respawn}}
{{CustomHeader|Title=Player Respawn}}
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.
* Place On Actor Eliminated Node
* Place Per Player Timer Node
* 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 Gates}}


{{CustomHeader|Title=Interactive Light}}
{{CustomHeader|Title=Interactive Light}}

Revision as of 15:48, 28 May 2024

This page will go through various step by step guides to introduce you to Logic in ARCADIA.

Player Respawn

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.

  • Place On Actor Eliminated Node
  • Place Per Player Timer Node
  • Place Spawn Player Node
  • Place Player Spawn Point
  • Link On Player Eliminated Node to Per Player Timer Node
    • On Actor Eliminated → Start
    • Killed by PlayerID → PlayerID Reference
  • Link Per Player Timer Node to Spawn Player Node
    • On Finished → Spawn Player
    • PlayerID Reference → PlayerID Reference
  • 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
    • Outputted String → Spawn Point ID

Moving Gates

Interactive Light