Book Image

CryEngine Game Development Blueprints

Book Image

CryEngine Game Development Blueprints

Overview of this book

Table of Contents (22 chapters)
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Advancing the state of other level elements


Now we have some places in the level flow we know we want to skip to, let's look at one of the ways this kind of system would be set up. One way to simply implement this system would be to have a single Game Token that enables any and all debug triggers that we place in the level. This allows us to enable the debug functionality via any condition we choose. When this token is true, we'll enable ProximityTriggers at every debug location (which can be jumped to either by a spawnpoint or a tag). When the player enters one of these triggers, we know that the debug functionality has been enabled. As a result, we can then trigger the various skipping logics required by each location. As we've already set up all of our gameplay systems with modularity in mind, it should be straightforward for us to retro-fit this concept into our level flow without unnecessary headaches. Let's dive in to setting up these debug triggers and their sister Game Token!

Debug...