Yes. What you'll need to do is find a way to get the specific object you want, as an object variable. If it is a basic object in the map that you can use as an object reference, then that's even better. As long as you can get the object you want as an object variable, you can plug the object output from on object entered area, and the object variable into "are same object", and use that as the condition of the branch, and it will work. If it is a player, you'll need are same player, otherwise it works for everything.
So are there going to be videos on pelicans, like having them flying around in the map to flying down to drop marines on entering an area to maybe having a player in the cargo bay to go from point a to point b?
There could be, but currently there is a prefab that does exactly that with a pelican and the AI. As for transport, it can be done, just a bit hard due to the physics engine of infinite. Objects don't have friction when moving with players, and objects with walls that are moving too fast will simply move through the player. It is possible though.
How do you set a different squad of Ai to only activate when a certain other squad is killed? Also is it possible to have the announcer not say “Reinforcements!”?
When the announcer says reinforcements, it is because in the Wave Options node, "Incoming Message" is set to true. Set that to false and the announcer won't say anything when they spawn. As for the first bit, I have a tutorial that shows you how to get any script to run based on all of a certain squad being eliminated. The example used is ending the game, but it doesn't have to be that. You can plug in a "Trigger AI Spawner" node there instead and work fine. Here's the link: th-cam.com/video/m5mgRbQneio/w-d-xo.html
Hello, do you know how to make a SPECIFIC object when entering an area to trigger an event? 😁
Yes. What you'll need to do is find a way to get the specific object you want, as an object variable.
If it is a basic object in the map that you can use as an object reference, then that's even better.
As long as you can get the object you want as an object variable, you can plug the object output from on object entered area, and the object variable into "are same object", and use that as the condition of the branch, and it will work. If it is a player, you'll need are same player, otherwise it works for everything.
So are there going to be videos on pelicans, like having them flying around in the map to flying down to drop marines on entering an area to maybe having a player in the cargo bay to go from point a to point b?
There could be, but currently there is a prefab that does exactly that with a pelican and the AI.
As for transport, it can be done, just a bit hard due to the physics engine of infinite. Objects don't have friction when moving with players, and objects with walls that are moving too fast will simply move through the player.
It is possible though.
How do you set a different squad of Ai to only activate when a certain other squad is killed? Also is it possible to have the announcer not say “Reinforcements!”?
When the announcer says reinforcements, it is because in the Wave Options node, "Incoming Message" is set to true. Set that to false and the announcer won't say anything when they spawn.
As for the first bit, I have a tutorial that shows you how to get any script to run based on all of a certain squad being eliminated. The example used is ending the game, but it doesn't have to be that. You can plug in a "Trigger AI Spawner" node there instead and work fine. Here's the link:
th-cam.com/video/m5mgRbQneio/w-d-xo.html
Hey, any trick to end the game when all players are dead?
I was working on that recently, I'm gonna cover it real soon. It's a bit more complicated than a regular video too