Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First, you need to create a trigger called "BRO_X" (replace X with the name of the bro). Then Disable the "Start Enabled" button. Make sure this is a 0;0 "Area" trigger. Then add a "ChangeBroAction" and select the bro you want to change. Add 0.1 delay to this action (not 100% sure about the delay, you might need to change that if this doesn't work). Make this trigger for every bro that you want to force. (no need to make the same trigger twice)
Now, rename every cage "cage_x" (replace x with an incrementing number, or whatever ID you want to give it). For each cage, create a trigger (you can call them by the cage name) that is "Entity" that works with "cage_x" (x for the cage you want to select). Now in that trigger, add a "Level Event" --> "Activate Trigger" action that activates the "BRO_X" trigger you want to activate.
How does it work ? : When you rescue a bro, it counts as being at 0;0 coordinates (that's how the game works). So what it does is when breaking a cage, the next bro to be saved will then transform to a specific bro.
I don't know if this still works, but try typing "smokinggun" on the main menu/title screen. If you hear "yeah !", then the Hell Portal spawn should be enabled for the Level Editor.
If this doesn't work, it will work with the beta (Steam > Broforce > Properties > Betas > "beta").
The camera is supposed to be free after that unless the skull is stuck in steel (or something else though). If it isn't, it's possible to set it free again with triggers using a loop, variables and OnScreen triggers (I can give you the how to do it if you need to).
Probably not, or at least I hope so cause I used them the way they are in published custom campaigns. The next update won't happen any time soon anyway.