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.  
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.  
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<div style="border: 1px solid #473ba7; border-radius: 8px; background-color: #050522; padding: 10px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); margin: 10px 0; float: right; width: 400px;  margin-right: 150px;">

Revision as of 11:51, 11 June 2024

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

Logic Linking

Items can be linked together using Logic. This allows for creation of gameplay interactions.

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.

Required Nodes & Objects:

1x On Actor Eliminated Node

1x Per Player Timer Node

1x Spawn Player Node

1x Player Spawn Point

1x String Node

  • Place On Actor Eliminated Node
  • Place Per Player Timer Node
  • Place Spawn Player Node
  • Place Player Spawn Point
  • Link On Actor 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

Make a Stamp of the setup so it can be used in building ARCs. 

Moving Gates & 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.

Required Nodes & Objects:

1x Box Trigger Volume

2x Move Node

2x Rotate Node

1x Factory Door (s)

  • Place Box Trigger Volume
  • Place Move Node
  • Place Rotate Node
  • Place Factory Door(s)
  • Link Box Trigger Volume to Move Node
    • On Enter → Start
  • Link Move Node to Factory Door(s)
    • Act On → Factory Door(s)
  • Now we need to link our Rotate Node
  • Link Box Trigger Volume to Rotate Node
    • On Enter → Start
  • Link Rotate Node to Factory Door(s)
    • Act On → Factory Door(s)
  • Click the Move Node to open the Attributes Panel
    • In our example, we want to move the door upwards, that will be our Z axis
    • Next to Translation, there are three sliders for each axis in this order: X, Y, Z
    • On the Z axis change the value to 5
  • Click the Rotate Node to open the Attributes Panel
    • In our example, we want to rotate the door on its Y axis
    • Next to Translation, there are three sliders for each axis in this order: X, Y, Z
    • On the Y axis change the value to 90
  • If you are unsure which axis is which, click on the object you want to apply movement to, and check the gizmo colors:
    • Red = X axis
    • Green = Y axis
    • Blue = Z axis
  • Now, we want to add the reverse action when we exit the Box Trigger Volume
  • Duplicate the Rotate Node and the Move Node
  • Link Box Trigger Volume to second Rotate Node
    • On Exit → Start
  • Link Box Trigger Volume to second Move Node
    • On Exit → Start
  • Link second Rotate Node to Factory Door(s)
    • Act On → Factory Door(s)
  • Link second Move Node to Factory Door(s)
    • Act On → Factory Door(s)
  • Click the second Rotate Node to open its Attributes Panel
    • We want to reverse the rotation from the first node
    • Change Y axis to -90
  • Click the second Move Node to open its Attribute Panel
    • We want to reverse the movement from the first node
    • Change Z axis to -5
  • You can play around with the movement and rotate node attributes until you reach the desired movement you are looking for
  • You can apply the same logic to other platforms, paths, and puzzles in your ARC

Make a Stamp of the setup so it can be used in building ARCs. 

Interactive Light

This page shows you how to create Logic for turning a light on with a Pressure Plate.