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DoomPhreak

Question on Point of Interest (POI)

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My map has several key cards to be collected, and I want to show the player a POI marker that says "blue key card", and then, after he got the blue key, show the second POI that says "gray key card", and so and so forth. I'm able to set the first POI active, but after the player got the first card, even though the marker correctly points to the second key card (indicating the second POI kicks in successfully), the screen still shows the text of the first POI, not the second POI. That is, the screen still shows "blue key card", not "gray key card". And yet, the marker correctly points to the gray key card. I try to inactivate the first POI, but find that there is no "inactive" function for a POI. Anyone knows how to accomplish what I want?

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I'm thinking you've forgotten to change "POI 1" to "POI 2" either in your POI settings (where you choose the POI's color, text, icon, etc.) or when assigning the keycards as POIs.

I just whipped up a quick POI example that you can check out if you still need help.

The map ID is: HN5JBST2

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chubz said:

I'm thinking you've forgotten to change "POI 1" to "POI 2" either in your POI settings (where you choose the POI's color, text, icon, etc.) or when assigning the keycards as POIs.

I just whipped up a quick POI example that you can check out if you still need help.

The map ID is: HN5JBST2


Now I notice that this POI method doesn't work after the player dies and respawns. When a player respawns, the game "forgets" what key cards have been taken, and, thus, can't trigger the appropriate POI message. The only way to make it work is to have key cards respawn too, but that would be silly. I have to find another way to do it.

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or you could have a counter, and when they pick up the key card the counter would disable the poi, keeping the next one ready.

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MrGlide said:

or you could have a counter, and when they pick up the key card the counter would disable the poi, keeping the next one ready.


But there doesn't seem to be a way to disable a POI. When you send a signal to a POI, the "wheel" opens up, and it shows "Set Active" to be the only action you can assign to the POI. There is no "Set Inactive" action. Other items do have that. E.g. all the spawners have the "End Encounter" action.

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DoomPhreak said:

But there doesn't seem to be a way to disable a POI. When you send a signal to a POI, the "wheel" opens up, and it shows "Set Active" to be the only action you can assign to the POI. There is no "Set Inactive" action. Other items do have that. E.g. all the spawners have the "End Encounter" action.

There should be a "Clear POI" option on the keycard itself, so you could try experimenting with that. I'm not home right now, otherwise I'd test it myself.

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I just tested the "Clear POI" method and it seemed to work just fine.

However...

DoomPhreak said:

Now I notice that this POI method doesn't work after the player dies and respawns. When a player respawns, the game "forgets" what key cards have been taken, and, thus, can't trigger the appropriate POI message.


I'm not experiencing this issue at all. I placed a hazard in the "POI Example" map I posted the code to above and even after purposely killing myself numerous times, the POIs were never corrupted.

Something tells me the main issue is with how you're setting up and activating your POIs. Either you're omitting one or more steps, mixing the steps up, or something else is going on.

The way you should be setting up and turning on POIs is as follows:
- Set them up by activating a POI Settings object (Communications category) via the player's "On Spawned" event or a Map object's (Gameplay category) "On Map Started" event. (NOTE: You'll need a separate POI Settings object for each POI you want to customize. You can have up to 5 max.)
- Turn them on by performing a "Set Point of Interest" action on the object you wish to become the POI. If you're dealing with a keycard, for example, you might want to do this with your player's "On Spawned" event or a Map object's "On map Started" event. If you don't want the keycard to be shown from the get-go, though, you might want to link this action to something else instead, like a switch, pressure plate, or volume.

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chubz said:

I just tested the "Clear POI" method and it seemed to work just fine.

However...

I'm not experiencing this issue at all. I placed a hazard in the "POI Example" map I posted the code to above and even after purposely killing myself numerous times, the POIs were never corrupted.

Something tells me the main issue is with how you're setting up and activating your POIs. Either you're omitting one or more steps, mixing the steps up, or something else is going on.

The way you should be setting up and turning on POIs is as follows:
- Set them up by activating a POI Settings object (Communications category) via the player's "On Spawned" event or a Map object's (Gameplay category) "On Map Started" event. (NOTE: You'll need a separate POI Settings object for each POI you want to customize. You can have up to 5 max.)
- Turn them on by performing a "Set Point of Interest" action on the object you wish to become the POI. If you're dealing with a keycard, for example, you might want to do this with your player's "On Spawned" event or a Map object's "On map Started" event. If you don't want the keycard to be shown from the get-go, though, you might want to link this action to something else instead, like a switch, pressure plate, or volume.


Ah, thanks. My mistake was not setting ALL POI's to be active on the player's spawn. Even after looking at your map the first time I still didn't realize, but now I do. And yes, everything works as it should now, even when the player dies.

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