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User avatar   Skilled Modder Skilled ModderMember since: 11.07.2008, 12:34Posts: 662Location: Finland Likes: 0
 

 Post Topic: Jonzki1 - Flowgraph collection!
PostPosted 14.08.2011, 19:56 
I'll upload some of my flowgraph projects here.

All these flowgraphs are completely free to use/modify/do whatever with, but please credit me when you do use them :)

So, let's get to business (I may upload pictures later on)

1) Ballistic cannon system
Features:
-Use R to set the cannon target, T to fire the cannon.
-Demonstrates artillery (ballistics) effects in 2 different ways: using an Iterator to set positions AND using an ActionImpulse to launch the projectile in the correct angle.
-> The projectile itself is not precisely accurate due to air resistance. The iterator method should be used for precise (dynamic) bombing.
-Moderately commented, should be easy to use.
-Fires only to a position at the same height.
Download link: http://www.mediafire.com/?fpe404h4eb47s17

2) Combination lock system
-Checks whether user has inputed certain data in the correct order (a password system)
-Supports (easily) combinations of 8 actions, can be extended beyond that.
-Can be used with ProximityTriggers (in the file), InputKey, basically anything (hard to explain, ask :) )
Download link: http://www.mediafire.com/?9fxlhxhfnqksxq8

3) Nanosuit node alternative
-Simply outputs which nanosuit mode is currently in use:
-0 = Default mode
-1 = Cloak mode
-2 = Armor mode
-XML format -> Import straight to your flowgraph!
-Now also detects when you run out of power (Cheers to XaldiN-76)
Download link: http://www.mediafire.com/?wwucrpxqkuh3wzi

Basic instructions for loading flowgraphs in .grp format into your level:
1. Open up CE3 and load your level.
2. Go to Modify -> Load Objects.
3. Locate the .grp file you downloaded and load it.
4. The objects should now be found in your level.

Basic instructions for loading flowgraphs in .xml format into your graph:
1. Open up CE3 and load your level.
2. Create a flowgraph or open up the flowgraph you want to add the downloaded graph into.
3. In flowgraph editor, go to File -> Import and locate the .xml file.
4. The flowgraph should now appear somewhere in your graph.

Think you need something special? You can request new flowgraphs! By default all flowgraphs will be uploaded to this thread for the whole community :) Be warned though: I only create graphs interesting enough ;)


If there's an exception to every rule, there must be an exception to the rule that there's an exception to every rule. How about that?


Last edited by Jonzki1 on 28.08.2011, 10:55, edited 3 times in total.

User avatar   Trainee TraineeMember since: 01.08.2011, 11:51Posts: 139 Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 14.08.2011, 20:43 
So where do I install the cannon file in order to use it?
User avatar   Skilled Modder Skilled ModderMember since: 11.07.2008, 12:34Posts: 662Location: Finland Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 14.08.2011, 20:49 
After extracting the zip file, in your editor go to Modify -> Load objects. Then load the .grp file. The items should now appear on your level at coordinates 248,115,17 :) Gotta start using the 0,0,0 at some point :P


If there's an exception to every rule, there must be an exception to the rule that there's an exception to every rule. How about that?
User avatar   Skilled Modder Skilled ModderMember since: 01.12.2009, 22:36Posts: 736Location: Egypt Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 27.08.2011, 16:09 
About the Nanosuit node alternative, I've modified the debug to action and I'll attach it here :rolleyes:

However there's still false alarm when you press E for example for cloaking while there's no suit energy at all, it will take that as cloaking =/

Edit: I got an idea, you can make it check when the suit energy = Zero, then close gates for Cloak and Armour or something Image

Good luck, and thanks again :))
Attachments:

DAS.rar
[1005 Bytes]
Downloaded 71 times


Image
User avatar   Skilled Modder Skilled ModderMember since: 11.07.2008, 12:34Posts: 662Location: Finland Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 28.08.2011, 12:28 
Uploaded a fixed version in the first post :)


If there's an exception to every rule, there must be an exception to the rule that there's an exception to every rule. How about that?
  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 29.08.2011, 01:23 
Hello, i just wanted to try your ballistic cannon system, but when i load the .grp, there isnt any entity, or geom entity ? just the FG, is that normal ?
User avatar   Skilled Modder Skilled ModderMember since: 11.07.2008, 12:34Posts: 662Location: Finland Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 30.08.2011, 19:35 
No, it's not normal ?( It did work fine for me though. The cannon entities spawn on coordinates (248,115,17) so you may have missed them. And yeah, I should start uploading my stuff at coordinates 0,0,0 :P


If there's an exception to every rule, there must be an exception to the rule that there's an exception to every rule. How about that?
  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 24.09.2011, 02:35 
the only thing who spawn is just a circular thing, so in the FG, there isnt any entity assigned, so its hard to know what is the projectil and what is the canon :o
  Beginner BeginnerMember since: 28.08.2011, 14:26Posts: 20 Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 02.10.2011, 13:23 
I saw your offer at the end of your post and couldn't help it :)

I'm trying to figure out a way to add in-game readables in a level, using the Free SDK. However things seem to be more complicated than needed:

http://www.crydev.net/viewtopic.php?f=325&t=76343


Right now I'm struggling with that ScreenFade node (since I have no knowledge of C++) and I managed to get it to work (sorta) with a proximity trigger, but for the life of me I can't get it to work with an Input:Action node.

Anyway, I think a lot of people in this community will be really grateful if you would come up with a Free SDK flowgraph for this situation.
User avatar   Experienced Modder Experienced ModderMember since: 20.04.2005, 00:16Posts: 543 Likes: 1
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 13.11.2011, 19:03 
Quote by Jonzki1:
I'll upload some of my flowgraph projects here.

All these flowgraphs are completely free to use/modify/do whatever with, but please credit me when you do use them :)

So, let's get to business (I may upload pictures later on)

1) Ballistic cannon system
Features:
-Use R to set the cannon target, T to fire the cannon.
-Demonstrates artillery (ballistics) effects in 2 different ways: using an Iterator to set positions AND using an ActionImpulse to launch the projectile in the correct angle.
-> The projectile itself is not precisely accurate due to air resistance. The iterator method should be used for precise (dynamic) bombing.
-Moderately commented, should be easy to use.
-Fires only to a position at the same height.
Download link: http://www.mediafire.com/?fpe404h4eb47s17

2) Combination lock system
-Checks whether user has inputed certain data in the correct order (a password system)
-Supports (easily) combinations of 8 actions, can be extended beyond that.
-Can be used with ProximityTriggers (in the file), InputKey, basically anything (hard to explain, ask :) )
Download link: http://www.mediafire.com/?9fxlhxhfnqksxq8

3) Nanosuit node alternative
-Simply outputs which nanosuit mode is currently in use:
-0 = Default mode
-1 = Cloak mode
-2 = Armor mode
-XML format -> Import straight to your flowgraph!
-Now also detects when you run out of power (Cheers to XaldiN-76)
Download link: http://www.mediafire.com/?wwucrpxqkuh3wzi

Basic instructions for loading flowgraphs in .grp format into your level:
1. Open up CE3 and load your level.
2. Go to Modify -> Load Objects.
3. Locate the .grp file you downloaded and load it.
4. The objects should now be found in your level.

Basic instructions for loading flowgraphs in .xml format into your graph:
1. Open up CE3 and load your level.
2. Create a flowgraph or open up the flowgraph you want to add the downloaded graph into.
3. In flowgraph editor, go to File -> Import and locate the .xml file.
4. The flowgraph should now appear somewhere in your graph.

Think you need something special? You can request new flowgraphs! By default all flowgraphs will be uploaded to this thread for the whole community :) Be warned though: I only create graphs interesting enough ;)



LINKS ARE DEAD. PLEASE REUPLOAD.


  Beginner BeginnerMember since: 12.09.2011, 23:17Posts: 36 Likes: 0
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 10.12.2011, 07:17 
Flowgraph request!

I want a custom special effect to appear in front of my character when i press a button.

For now im just trying to get a large slash effect to appear and disapear, and hurt objects and enemies when it does, for now no need for actual weapon that is making the slash.

Interesting?! errrrrrrrrrr
User avatar   24/7 Modder 24/7 ModderMember since: 02.02.2007, 07:25Posts: 4450Status: Online Likes: 13
 

 Post Topic: Re: Jonzki1 - Flowgraph collection!
PostPosted 10.12.2011, 08:48 
Jonzki, Please upload on project page.


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