How does the logic system work?

JJGJJG Join Date: 2012-08-06 Member: 154859Members
I started working a little bit with the Spark editor yesterday and I gotta say that I really like it. So I decided to make maps for NS2 in my spare time ( if there is any ).
Now my first question would be, how does the logic system for the game work? I havent seen any flowgraphs or anything similiar yet so I´m quite confused.
I want to make flickering lights, rotating fans, etc.

Any help is greatly appreciated!

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There is no scripting in the game yet other the the NS2 code, to have things like flicking lights, steam or smoke and also the skybox, you need to use the cinematic editor and add using the cinematics entity. Its a bit fiddly as well, because you can't see the cinmatics in the editor, so for each one you need to test it in game
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    And exactly now, I wish I would have a second monitor abroad! :D Thx anyways though!
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Right now we can't choose flickering etc. like in Worldcraft/Hammer. I hope we will get all those oldschool things after 1.0 but anyways, if you don't want to use the cinematic editor, you can use the following:

    Add an cinematic entity to the world and search in the file slot for "cinematics/environment/light_repair_downflicker" and set the entity to loop. As far as I know that is the only flickering light that is predefined. So you have to live with the light color ;)


    For the fans: Add a prop_dynamic entity to thw world and search for "models/refinery/sthsth/fan1" for example. If you need to see how that works, just search for a fan in one of the official maps. But don't forget to enable "all" layers so you will see more from the map in the editor. They are loaded by default with only a small room.

    If you have any questions, feel free to ask. We have a lot of friendly mappers around. Welcome to the group and whatever you do, don't rage too soon when you work with the spark editor. Creating maps with it is like driving on a rocky road with a sportscar. But if you work long enough with it, you will get used to it and avoid many spark traps. Save often :D
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    Thanks for the help, really usefull!

    Btw, I gotta say that I really like the Spark editor till now. I´m working as a leveldesigner for big companies, so I´m used to work with editors/builds that are utterly broken ( always amazases me, how the ###### we made maps under such circumstances ). In that case I love the Spark editor because its finaly something that actually works, and which is quite accesable!

    PS: I really like NS2, so I figured I´ll use most of my spare time making maps for it. ( It´s not too much time :P )
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Some tips that might help you get started quicky :)

    <!--quoteo(post=1958371:date=Aug 7 2012, 10:35 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 7 2012, 10:35 AM) <a href="index.php?act=findpost&pid=1958371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Creating faces can sometimes be a bit of a pain until you know how the editor makes decisions to create the faces (or not create them). Some tips are:

    If you have overlappnig lines and verticies - select the Selection Tool - and then go Edit > Weld Vertices. This merges them all into one, and then you should be easily able to make a face (this is usually the biggest problem from a face appearing - the editor doesnt' know which lines and verticies to use if they are overlapping, so welding them all into one fixes this)

    If you double click a line it the editor will automatically select all nearby lines - this makes creating faces faster, and also is a quick way to determine whether you should weld or not.


    Edit: some people don't like the weld however, because it means that you won't be able to control your faces seperately any longer since they are welded together - e.g. if you pull on one vertice or line that joines to another face, this face will also be pulled.
    One way around this if you decide you need to go back and change a whole face, is to select the face and CTR+X it (to cut it) and CTRL+V to paste it (it will appear in the same location) but it will now have its own set of lines and verticies so it no longer will pull the other faces and lines - just weld it back in again if need to.

    Get used to the ALT+C to create a face, and CTRL+F to flip the face (as 1/2 the time it appears on the wrong side). Remember these are only available when you have the selection tool selected (SPACE BAR). Use these 3 key combos will speed your work up significanlty :)

    Also one thing that got me early on was the Texture Lock - it only appears when you have the move tool selected (down near the vertice/line/face/lightprop/entity/ filter).

    stick to the grid -do a greybox of your room with 32unit grid first, then do some details with 16 or 8" grid. rotating and moving objects can sometimes pull things off the grid (not even1" will align) so try cycling the grid align points with the ";" and " ' " keys (or is <> keys? don't remember off the top of my head lol).


    .<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1958267:date=Aug 6 2012, 04:55 PM:name=[AwE]Sentinel)--><div class='quotetop'>QUOTE ([AwE]Sentinel @ Aug 6 2012, 04:55 PM) <a href="index.php?act=findpost&pid=1958267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Right now we can't choose flickering etc. like in Worldcraft/Hammer. I hope we will get all those oldschool things after 1.0 but anyways, if you don't want to use the cinematic editor, you can use the following:

    Add an cinematic entity to the world and search in the file slot for "cinematics/environment/light_repair_downflicker" and set the entity to loop. As far as I know that is the only flickering light that is predefined. So you have to live with the light color ;)


    For the fans: Add a prop_dynamic entity to thw world and search for "models/refinery/sthsth/fan1" for example. If you need to see how that works, just search for a fan in one of the official maps. But don't forget to enable "all" layers so you will see more from the map in the editor. They are loaded by default with only a small room.

    If you have any questions, feel free to ask. We have a lot of friendly mappers around. Welcome to the group and whatever you do, don't rage too soon when you work with the spark editor. Creating maps with it is like driving on a rocky road with a sportscar. But if you work long enough with it, you will get used to it and avoid many spark traps. Save often :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    On this topic, I notice that you cant scale them with prop_dynamic, they just scale back to their 1:1:1 size. Is there anyway around that or is it an engine thing?
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I guess we are stuck with 1:1:1, at least I haven't found a solution for that.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1958458:date=Aug 7 2012, 04:31 AM:name=Shaker)--><div class='quotetop'>QUOTE (Shaker @ Aug 7 2012, 04:31 AM) <a href="index.php?act=findpost&pid=1958458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On this topic, I notice that you cant scale them with prop_dynamic, they just scale back to their 1:1:1 size. Is there anyway around that or is it an engine thing?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's no way around that at the moment - it's something to do with scaling the physics mesh.
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