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Groupustule 12 Mar, 2015 @ 7:42pm
EDITOR additions/fixes
Hi guys,

Here is my list of things which would be TRULLY USEFUL in the EDITOR to be able to create your own quality storylines. Feel free to add yours:

- triggerable alarms;
- triggerable elevator;
- being able to mix city / jungle / etc themes in a level;
- make the mook able to activate switches;
- make the mook able to "talk" (e.g. similar to a signpost doodad when they die);
- miniboss kills that do not end the level;
- more "decoration" doodads for all themes
- being able to make appear other objects than a steel block when using the "Spawn block" trigger function
- the "Collapse" trigger function remove the foreground block AND the background block, that would be good to fix so that it requires two "Collapse" functions instead (gives more flexibility)

I have been spending quite some time now working on a small campaign, giving the player a bit more of a storyline/plot to follow, some nice effects and of course some action. This work would benefit greatly from the aforementionned additions.

Cheers

Groupustule
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Showing 1-3 of 3 comments
st0l3n.id 3 10 Apr, 2015 @ 9:04am 
Triggerable alarms?
Already a thing, spotter mooks do it on their own.

Elevator switches?
Already a thing, its called ExecuteFunction (see my guide)

Mook activating swtiches?
Use ai behaviors to script those events

-Spawn other blocks?
Possible, look at my guide.

As for switching themes:
Would love to have all the things in one level, but not as "themes", simply having all different versions of blocks as seperate blocks, instead of changing rock into 3 different things because there is a theme selected.
I'ld prefer that themes go away completly and only get replaced by some kind of state "burning" or "foggy" (not connected to weather) etc


Guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=398469348
Last edited by st0l3n.id; 10 Apr, 2015 @ 9:09am
Groupustule 12 Apr, 2015 @ 9:47pm 
"Triggerable alarms? Already a thing, spotter mooks do it on their own"
That is indeed a way AROUND it, but there is no way to stop the alarms using a trigger or reactivate/stop them again as I please.

"Mook activating swtiches? Use ai behaviors to script those events"
No idea how you do it, I tried quite a couple of things tough...

I do agree completely with what you wrote about switching themes!

Dude, I have read all your stuff. It is good, great even but still requires me to use an extra tool for something I should be able to do in game.

My point was and still is: we need your stuff (and a couple more) implemented directly to the editor!
st0l3n.id 3 13 Apr, 2015 @ 12:44am 
Well, i guess the triggers werent meant to be activated by other means then spotters, as they are a setup as a specific gameplay mechanic.
Maybe you can call an Activate or something similliar to the alarm with an executefunction... would need total guesswork though (but guesswork is what worked on other things for me :D )

To clarify the scripting thing:
I meant the to "simulate"(aka fake) a behavior with triggers (and behav events), there is no way to change the actuall AI behaviour aside of that. In my WWB7 i added a little detail that made a mook go into a elevator and using it to go upstairs, "stealing" your elevator (mostly to demonstrate to the players that the switches are there to call them back down).

And ofc i agree on the ExecuteFunctions being part of the editor. One could argue its little use for them being included as the usage is obscure. Yet we have SpawnRersources which has the same problem, also there are steam guides and the wiki that allow advanced users to work with those.
Last edited by st0l3n.id; 13 Apr, 2015 @ 12:46am
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