A quick guide to explain the Adventure mode Level Editor items and structure.
Select the Adventure setting
From the drop-down menu at the top select “Adventure”
This will remove the arena and give you an empty world. It will also change the rules of how enemies work and how you win the level.
Enemies no longer automatically attack in adventure mode. You must use a Trigger to make them start attacking or use the new Stealth AI option.
Levels will not be won if you defeat every enemy. I will explain how to create special win and lose conditions for your level in the “Winning and Losing” Section.
Checkpoints are the way you spawn the player. To create an Adventure Level you need at least 1 Checkpoint.
You can change which Checkpoint the player will spawn at by using a Trigger.
When the player dies, they will respawn at the last activated Checkpoint.
Which Checkpoint will the player start at?
If you want the player to start at a specific by putting all the other Checkpoints in Sections. To create a Section, click the + button in the Sections menu at the top of the screen. Then click on the Checkpoint and tick that Section in the menu on the right.
Sections are not visible in the level when it starts. You must use a Trigger to activate them so that the player can use the objects you have put in the Section. Once the Section is activated you can activate the Checkpoint inside it that you want to use.
How to use Upgrade Bot
Upgrade Bot can be placed inside Adventure Levels so that the player can select any of the normal upgrades for their Human.
Upgrade Bot will not have any upgrade points to start with. To give the player upgrade points you must put the SkillPointSetter object in the world. This is an invisible object that sets the number of upgrade points.
If you want to give the player more upgrade points later in your level, you can still use the SkillPointSetter object to add any number of points by ticking the “IsAddition” box. This means that when the SkillPointSetter is triggered, it will add to the number of upgrade points available.
To allow the player to select the Clone upgrade, you must put CloneSpawnPoint objects in the level. These tell the level where to put new clones when the player picks the Clone upgrade.
The number of CloneSpawnPoint objects you put in the level limits how many Clones the player can have. In the picture above, there are only 4 CloneSpawnPoints which means 4 is the maximum clones you can have. If you want the player to be able to use all 10 Clone upgrades, you must put 10 CloneSpawnPoints in the level. If you put in more than 10, they won’t be used.
How to use Stealth AI
Stealth AI is a new feature that can be used with any enemy except Spidertrons. The Stealth AI has three features.
“Instant Activation Range” is the size of the area where, if the robot sees the player in-front of them, or hears them anywhere inside that area, they instantly become alert and start to attack the player. In-Game this is shown by a red ! over the Enemy’s head.
“Sight Range” is the size of the area that the robot can hear or see. If the player is inside this area, and not hiding behind something, the robot will walk towards the last place they saw the player but not try to attack them or follow them around corners.
When you change the number of the “Instant Activation Range” or the “Sight Range” a sphere will appear around the enemy to show how big the area for that option is. For both of these, robots can only see a cone in front of them and not in all directions like the sphere implies.
“Patrol Route Name” will be explained in the next section.
How to use PatrolWayPoints
PatrolWayPoint objects let you connect lots of them together so that Enemies have a path to walk along. You need at least two PatrolWayPoints and they must both have the exact same “Route Name”.
Any Enemies that you want to walk along the path must have the “Use Stealth Game AI” box ticked and the “Patrol Route Name” must match the name of the PatrolWayPoint “Route Name”.
If you want the enemy to walk backwards and forwards along the path like a line, tick the Reverse Direction box on the last PatrolWayPoint in the path.
If you want the enemy to walk in a circle between the PatrolWayPoints then tick the “Loop Back To Start” box on the last WayPoint in the path. This way the path will connect back to the first WayPoint and create a loop.
Hope you enjoy the Guide about Clone Drone in the Danger Zone – Adventure Mode Level Editor, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
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