Advanced Trader Question!

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bh8817

FNG / Fresh Meat
May 15, 2009
95
1
0
Arizona, USA
Okay, i know how to use traders and how they work.

Retail maps have 4-5 traders and the engine selects them randomly after each wave.


Soooooo... i want a trader system to be a little different if its possible.


I want to know if it is possible to make a trader go away or be unusable at a certain period. Like... say the first wave ends and the trader opens and now were on wave 2, but i NEVER want that trader to be used again for the rest of the game.

This possible?
 

{MEAT}::Killer::

FNG / Fresh Meat
Mar 23, 2009
126
6
0
In the ShopVolume properties there is a box called EnableProbability. I'm not sure how to use it but you can try messing around with it.
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
I haven't delved into triggering traders but I used to have sequential spawning in other Unreal games for single player types missions running in a multiplayer spawning environment.

I could turn off all spawn points except the first and then when a player reached a certain area they would set off a trigger that turned off the first spawn point and turn on the second.

I's possible that the same principle could be applied to trader rooms where once you entered the first trader room it could switch it off for future use and turn on the next one in sequence.

I did this tutorial quite a long time ago so I'm a bit rusty but it's worth checking out the options under the trader room actors.

[url]http://sandcrawler.net/rcmod/tutorials/20.html[/URL]

Code:
This tut focuses on the use of spawn points for SP. In this tut we will only use 2 spawn points. 

1. Open your map and select 2 points where you want to spawn from. Place a TriggerPlayerStart Object at each location. 
2. The Properties of the starting spawn point will remain as they are. For the spawn point located further in the level you'll need to set Properties > PlayerStart > bEnabled to False. This switches it off and you will not be able to spawn here. 
3. Place 2 Triggers (Actor > Triggers > *Trigger) next to the second spawn point that's placed further into the level. Resize their collisions boundaries so that the player will pass through them and activate the Trigger. 
4. In one Trigger go to Properties > Events and type the name of one of your TriggerPlayerStart's Tag names. The Tag name in my initial spawn point is TriggeredPlayerStart. I type this into the Event area of my Trigger. 
5. In the other Trigger repeat the process using the other TriggerPlayerStart's Tag name. My other spawn point has a Tag name of TriggeredPlayerStart1. I type this into the other Trigger Event area. 
6. Build and Save. 

The Unreal Engine has already coded a script into the TriggerPlayerStart Objects that reverses their bEnabled setting should a Trigger activate them using the Tag/Event process. Once I step into the collison area of these Triggers (make sure they have all default Properties set like TT_PlayerProximity, bTriggerOnceOnly = True, NormalTrigger) they will reverse their bEnabled Settings. The first spawn point turns to False (Off) and the second turns on True (On).
 
D

Dragonfel666

Guest
nice, ive been thinking of doing mission type maps. this should help
 

bh8817

FNG / Fresh Meat
May 15, 2009
95
1
0
Arizona, USA
Hmm, i still havent figures this out. i tried messing with Lifespan and the Enable Probablity.. lifespan did nothing and probablity still made it usabe, just a very low chance of it, but still can be used.