Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Pointycat
19
Years of Service
User Offline
Joined: 5th Dec 2006
Location:
Posted: 22nd Jul 2011 20:30
Hey, all -- newbie question here, and I apologize if I'm missing something obvious. Can I construct a level as a "hub", so that players can return to it between missions? (I'm thinking of something along the lines of the most recent Wolfenstein game, for example, where you have a city with contacts who you return to throughout the game, but go through different doors in the city to start the various action missions. Once you finish a mission, you're returned to the main city map.)
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 23rd Jul 2011 00:15
global-variable-triggers and the "gotolevel" or "movetolevel" scriptcommand or something like that instead of nextlevel-command for winzone. try forum search, you will find something.
bruce3371
15
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 23rd Jul 2011 01:01
Depending how big your 'hub' room/area/level is, you can do it without any scripting at all.

For example, if it is a single room, you can create a prefab of that room (instructions for creating prefabs are in the FPSC manual) and, using that same prefab in all your levels, arrange your levels to begin and end at that prefab.

Your prefab can have several doors leading in to and out of it, and each level will begin and end at a different door in that prefab.

I've used this method with great success in my own game, Seclusion.

If you have any questions about this method of using hubs, feel free to ask them

Login to post a reply

Server time is: 2026-07-01 08:17:01
Your offset time is: 2026-07-01 08:17:01