Mission Editing with Scenarios and Spawn Points

Mission Editing with Scenarios and Spawn Points
 

We can easily  add gameplay, such as for a Capture the Flag (CTF) mission,  to a scene by using Visual3D's All-in-One toolset.  This can be done by adding reusable gameplay components (assets), such as Scenarios, Entities, Abilities and Actions, into your scene, by drag-dropping them from the Asset Explorer onto the Scene Editor viewport or onto your scene or the entities in it, and then configuring their properties using the Object Editor.  Also, you can define your own library of custom component classes, in C# with Visual Studio or with any other .NET language, as is described in more detail in this tutorial, and have them appear automatically in Asset Explorer for you use as building blocks in designing your world, the entities in it, their behavior in your gameplay/simulation scenarios.



1. Drag drop RobotWarGame scenario on scene.

Find RobotWarGame scenario in the Asset Explorer. It is located here: Scripting-> AI->Scenarios. Then drag and drop it onto the scene. On the scene will be set up game entities by default and UI set.




 

Scenario will appear in the World Explorer in folder Scenarios. To its properties can be edited in the Object Editor, select it in World Explorer.



 

2. Setup battle mode (optional).

Select Battle Mode. In addition to CTF, there are two modes, it is a fight between two teams against each other Command 3v3 and Free For All where everyone plays for themselves.



 

3. Setup spawn prefab (optional).

By default, as combatants used Assault Droids but you can use other characters, for example Lizardmans. To do this, change the property SpawnPrefab using Object Explorer.


 

4. Placement of entities on the scene (optional).

Change the placement of entities to a more appropriate for the scene. You can move, change size and orientation of objects such as flag home, avatars home. Or choose another model. For example, we have chosen tower.mesh for avatar home.



 

5. Setup UI (optional).

You can customize the display of the required UI. To do this, select the scenario in World Explorer, so that its properties can be edited in the Object Editor. You will see the following properties, which are responsible for displaying the UI :

  • Show Mini Map UI - displays the map in the upper right corner of the screen. Itcan be seen where the enemy fighters and their team.
  • Show Mission Extras UI - additional options, the choice of weapons.
  • Show Mission Lanch UI - console with the basic operations, including the «Start Button».
  • Show Team Score UI - the current score.



 

6. Press “Start Button”.

After pressing will start the game. With the help of Battle Console, you can join the team, choose number of points to win or to respawn additional combatants.



 

Adding Scenarios and Editing & Play Testing without the Toolset

Related Video Tutorial: (Building a Game Video Tutorial at time 14:05-18:42)




Drag-dropping the RobotWarGame scenario into a scene is also covered starting at time 14:05 until the end at time 18:42 for our Building a Game tutorial video. 

Additionally, Day-Night cycle editing and toggling between editor modes is covered in that segment as well, with the hotkeys for showing/hiding the toolset and switching between run and design/edit modes described below.


Toggling Between Edit and Run Modes as well as Hiding and Showing the Toolset

  1. You can hide and show the toolset by pressing the F3 hotkey.
  2. You can also switch between design and run mode (which works even without the toolset) by pressing the F2 hotkey, which can be used for in-game editing without the toolset.

 

Day Night Cycle

  1. Time of Day changes automatically based on Day-Night Cycle and the Time Scale during gameplay. 
  2. You can also edit the day-night cycle by selecting "Time of Day" under Environment in World Explorer, or by going to Settings menu (at top-right of toolset menubar) and selecting Time of Day there.

Video Tutorial: Adding Scenarios, Switching Editor/Run Modes, and Editing Day-Night Cycle (Building a Game Video Tutorial @ 14:05-18:42)