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City theme is the in Meta tab and the IndoorDoodad is in the Doodad tab. If you are making a map with a different theme then well... some doodads just can't go together.
There is one thing I would like to do but I don't know how, is there a way to set a trigger to turn the alarm doodad on when I want it to be turned on?
It would be helpful in making mooks that are in hiding jump out of hiding and it will sorta look like they are rappeling/jumping on to your heroes, but if I can't keep the alarm off till I need it, they just shoot the place up and alert other mooks to your presence too soon.
I can't seem to spawn an alarm when the Broforce character enters the area trigger and I can't seem to change any variables on the alarm either... Maybe I'm just not using the trigger correctly, I must be missing something, I thought I had to select a target for the trigger according to the editor youtube videos found in the sticky...
Mooks/ZMook
Mooks/ZMookSuicide
Mooks/ZMookRiotShield
Mooks/ZMookBigGuy
Mooks/ZMookScout
Mooks/ZMookDog
Mooks/ZMookArmouredGuy
Mooks/ZMookBazooka
Mooks/ZMookNinja
Mooks/ZSatan
Mooks/ZConradBroneBanks
Mooks/ZMookGeneral
Aliens/ZAlienXenomorph
Aliens/ZAlienFaceHugger
Aliens/ZAlienBrute
Vehicles/MookTruck
Vehicles/MookArtilleryTruck
Vehicles/MookDrillCarrier
Boss/Boss_Tank
GoliathMech
I recommend using the Character Command Action to set a mook to alert.
Tag the mook in the doodad properties tab with any name of your choice, like for example "alert1".
You can tag a bunch of mooks with the same tag if you want them all to do the same thing.
Then in the triggers tab use whatever trigger you want, then a Character Command Action.
This is the most complex action, so you are jumping in to some heavy stuff.
For a cinematic mook alert function:
0.
Triggers>CharacterCommandAction>
Character Tag: alert1
-This can be anything but it must be the same as whatever you tagged you mooks or vehicles as.
1.
Still in the same Character Command Action
AddCommand>AICommand>PlaySpecialSound
SetTarget: N/A
MaxTime: Negligible, but I recommend setting it to 0.1 seconds.
-This will make the mooks yell "Broforce!" in fear the moment the trigger happens.
2.
Still in the same Character Command Action
AddCommand>AICommand>GreetPlayer
SetTarget: N/A
MaxTime: Negligible, but I recommend setting it to 0.1 seconds.
-This will make the mooks have the "!" appear above their heads indicating they have seen you. An important game mechanic.
3A.
Still in the same Character Command Action
AddCommand>AICommand>Wait
SetTarget: N/A
MaxTime: short, 1 to 2 seconds.
-This is the wait time before the mooks next action occurs.
3B.
Or instead of 'Wait' you could use this more direct command
AddCommand>AICommand>FacePoint
SetTarget: Where you want the mooks to face.
MaxTime: Short, 1 to 2 seconds.
-This is the wait time before the mooks next action occurs and the direction they face.
4A.
Still in the same Character Command Action
AddCommand>AICommand>BecomeAlert
SetTarget: N/A
MaxTime: Negligible, but I recommend setting it to 0.1
-This is the mooks firing their weapons in their own natural pace.
4B.
Or instead of 'BecomeAlert' you could use this more direct command
AddCommand>AICommand>Fire
SetTarget: N/A
MaxTime: Long, 99999 seconds.
-This is the mooks firing their weapons at a more consistent aggressive pace for the set time.
The order of commands is important and can be adjusted easily.
EDIT: I don't know how to command Mook(9) or the ninja mooks, but you can make regular mooks jump for a similar effect.
Edit: Oh, there it is :D
If you continue making maps, you should start with something simple. I liked the surface of the level. The whole Canadian rocky mountain forest theme looked nice. You should build off on that and use the Forest theme. You can hide ziplines in the terrain in that theme and it looks cleaner. Add a few boulders, and maybe make a campsite, some mooks hiding in the bushes. Try to capture an idea with a beautiful landscape. Make it natural, original, and fun.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=386267203
The steel was very intentional from the story I was trying to tell and I was hoping given the name and description it was going to be obvious where I drew part of my silly inspiration from.
Its meant to tell the story of how Dr Evil is testing you, a super soldier, to show off to General Evil but then you break out into the area where they keep the stuff they make the test chambers with, Dr Evil panics and tries to send in his elite security forces at mysterious substance storage and the R&D lab. If you get past that, he tries to seal you in (that's what the warning signs at the top of the one elevator at the employee entrance were meant to convey). Then there is secret bolt hole of Dr Evil and his getaway vehicles, the fascade / garage over the entrance to the secret facility and then the escape into the forests, where they try to re-capture/kill you with vehicles, a pack of dogs, and then the aforementioned air strike (that's why I have 2 helis, meant it to be 3 but one would die and end the level while the player was still in the secret lab facility) at their comm towers in rocky hills.
But it seems you missed all that (and the campsite in the cave) and thought it was just messy :(
Nuts. I would have used containers with a captured bro or whatever floating in green goo and green goo containers instead of the red barrels and propane tanks with skull warning labels if I had them to convey the ideas better in the storage parts of the facility :(
Have you tried a similar story before? [emote]clicks on your levels[/emote] Wouldn't be surprised if I have played some of your levels before on from the top rated list...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=323510831