Im working on Nav markers for the first time, and I’ve got a couple questions: 1) Progression: Say first I want an “Investigate” nav marker that disappears when you’ve entered the area, replaced by a “sabotage” marker somewhere else. Later, after destroying the “sabotage” objects, i want the marker to disappear. How do I change whether its visibility is true or false? 2) Identifiers: This is more simple. I don’t want them all to say A if possible. I’d like A, B, C, etc
Question one: after entering into an area and triggering an event. Use the node set nav marker to visible to (false) proceed to connect the identifier Note associated with the marker. Question two: actually I have no idea. I'm pretty sure it can be done but it's beyond my knowledge.
@@softsharp8265 Just wanted to let you know so you know too, I figured out how to change the letter. All you have to do is attach « set nav marker icon » to the script in the video and change the letter.
@@williorio8733 thanks I'll have to make another campaign level and implement that. Thank you sincerely for circling back to update me. Your gesture of consideration is greatly appreciated.😊
Hey man nice video, I’ve just got one problem. I’ve got an infection map and for some reason after the first round the object disappears. I had a buddy of mine try to help fix it but he was confused to.
Sorry there's a bug in the game. As of right now 343 hasn't fixed it. It's been months and I'm not sure if they're going to fix it. You might have to brainstorm outside of the box of traditional objective markers.
Is there a way to make the team neutral? I have mine set up for a zone and I don’t want people confused to if they have it captured or not-> I found out how but I’m curious, is there a way I can have it update to captured after I’ve captured the zone?
@@softsharp8265 not quite sure what you mean. I’m trying to make the nav marker change teams depending on who captures the zone. The object reference it’s attached to is the zone
That could be a lot of problems I would start with Nav cutting your map to get rid of places you don't want AI. it's a lot of work but worth it . Let me know if you still have problems.
That sounds frustrating. So after you watch the tutorial your map didn't work anymore. After you deleted the script is it still broken? What about previous saves?
@@softsharp8265 I deleted the scripts and got the map to work again, I went back versions remaking the map thinking it was dynamic objects inside the buildings but it wasn't at all. Team Elimination is hard coded to swap spawns for whatever reason and that what was doing it. Might just be the game mode itself. It kept doing continuous round over loops till the last round with a black screen. It sucks cause I kinda do need those nav markers on my map so people know where to go
Thanks. How do you script that the game will change all players to Team Eagle? So they wont need to physically change teams once joined. Is it just "on player joined" -> "set player team"?
@softsharp8265 hi again so many players love your map I am just hoping can you add two nodes to your map to Unblock spawns for joining players? Bc it is attrition but if late joiners join and team has 0 life they will not spawn! Would help a ton pls I love your map And thank you for this guide I've used it and it works well!
I have tried setting up my nav markers for my game and they show in the test mode in forge but when I load into a custom game they won't appear. Any advice?
You can use more nav markers and if you need them to do different actions make sure you have multiple identifiers, like in the video I named my mine N1, you can have as many as you need. My next video will go in detail to set up more complex nav markers. hopefully this helps.
@@softsharp8265 I figured it out thank you.just done with everything on it so gonna test it out.its called the event horizon I'll put it on file share soon.
Event Horizon is up and published!took a bit to polish it and get everything running smoothly but it's done and runs amazing!check it out and share it if you can!massive level with amazing details accurate to the movie.
How to I get navs to display after all the AI in the map are dead? I've been trying to get available AI count and then compare it to 0, then if its true, set nav marker enabled. Any tips? It isn't working
In my head I would do something like this. I would build an area monitor. And anything on team two that enters into it is assigned the nav marker. When they die that marker is removed after the body disappears. It worked on bots when I was making helms deep. Maybe it can work on AI
Ive been trying to get navs to display on players, to be seen by all players and im still at a loss. I set it up exactly as this is except for object reference i pinned "get is player" and "get is bot". Everytime i test in custom games i come back to forge and in object reference its no longer empty but sets itself to a random object. Any advice on how i can make this possible to have markers on players? Im also trying to start it on the event "every N seconds" as i want the navs to show up only every minute or so.
Hey, hard to be sure without seeing the node setup. But what you're trying to achieve is definitely possible. I don't think you wanna use "get is player" though. I think you'd need to: "Get team" "for each player" Attach nav to object. The "get is player" is a conditional statement. Meaning if you pass an object, it'll tell you if that object is a player or not. But you shouldn't need to check this if you use "get team" because you already know they are all players.
Scripting is like writing a sentence there's lots of ways to do it. We can convey different messages and achieve the same result. I'll take a look tomorrow and see what I normally set my script as.☺️
I wonder if you can place them on a different invisible object and write a script to delete the invisible object when the Auto Turret is destroyed. Let me know how it goes ☺️
Im working on Nav markers for the first time, and I’ve got a couple questions:
1) Progression: Say first I want an “Investigate” nav marker that disappears when you’ve entered the area, replaced by a “sabotage” marker somewhere else. Later, after destroying the “sabotage” objects, i want the marker to disappear. How do I change whether its visibility is true or false?
2) Identifiers: This is more simple. I don’t want them all to say A if possible. I’d like A, B, C, etc
Question one: after entering into an area and triggering an event. Use the node set nav marker to visible to (false) proceed to connect the identifier Note associated with the marker.
Question two: actually I have no idea. I'm pretty sure it can be done but it's beyond my knowledge.
@@softsharp8265 Just wanted to let you know so you know too, I figured out how to change the letter. All you have to do is attach « set nav marker icon » to the script in the video and change the letter.
@@williorio8733 thanks I'll have to make another campaign level and implement that. Thank you sincerely for circling back to update me. Your gesture of consideration is greatly appreciated.😊
Hey man nice video, I’ve just got one problem. I’ve got an infection map and for some reason after the first round the object disappears. I had a buddy of mine try to help fix it but he was confused to.
Sorry there's a bug in the game. As of right now 343 hasn't fixed it. It's been months and I'm not sure if they're going to fix it. You might have to brainstorm outside of the box of traditional objective markers.
hey thnx for help. If i want add marker on player what node do i attatch to offset?
Is this just for one player? Or does the one entire team need to see the objective on the player?
Excited to see this Helms Deep game when its complete!
thanks Man! I'm excited too.
Is there a way to make the team neutral? I have mine set up for a zone and I don’t want people confused to if they have it captured or not-> I found out how but I’m curious, is there a way I can have it update to captured after I’ve captured the zone?
You should be able to enable it to false and activate a new nav marker to true with new instructions. Does this help?
@@softsharp8265 not quite sure what you mean. I’m trying to make the nav marker change teams depending on who captures the zone. The object reference it’s attached to is the zone
Do you know how to make an End of game type of objective? I’ve been trying to no avail
Do you have any more detail what are you want to accomplish?
Was having some trouble with getting nav markers on free-for-all player screens.
I had the same problem and I do not have a solution for it yet you might want to try ( Bob was here) That's a gamertag, he might not have to fix it.
How do i delete a nav marker after i've interacted with an object that has a nav marker above it?
You can tell the nav marker to become false instead of true.
Im making a campaign map and when I used the script you used for the video, my music cue broke and the nav marker wouldn't show up. HELP ME!
How would you do this in infection?
Thank you man 🙏
My game feels broken multiple videos later does not intersect with navmesh errors
That could be a lot of problems I would start with Nav cutting your map to get rid of places you don't want AI. it's a lot of work but worth it . Let me know if you still have problems.
Your tutorial bugged my map thanks
That sounds frustrating. So after you watch the tutorial your map didn't work anymore. After you deleted the script is it still broken? What about previous saves?
@@softsharp8265 I deleted the scripts and got the map to work again, I went back versions remaking the map thinking it was dynamic objects inside the buildings but it wasn't at all. Team Elimination is hard coded to swap spawns for whatever reason and that what was doing it. Might just be the game mode itself. It kept doing continuous round over loops till the last round with a black screen. It sucks cause I kinda do need those nav markers on my map so people know where to go
That is very strange. If you can recreate it. that might be something to send to 343. They're definitely fixing bugs best they can for the updates.
nav markers are actually VERY broken and do break some gamemodes
Are the nav markers game type specific?
No not at all. You should be able to use them in every game type.
Thanks. How do you script that the game will change all players to Team Eagle? So they wont need to physically change teams once joined.
Is it just "on player joined" -> "set player team"?
Make sure you put (Wait 2 seconds) so it gives time for the game to understand what's going on.
@softsharp8265 hi again so many players love your map I am just hoping can you add two nodes to your map to Unblock spawns for joining players? Bc it is attrition but if late joiners join and team has 0 life they will not spawn! Would help a ton pls I love your map
And thank you for this guide I've used it and it works well!
I have tried setting up my nav markers for my game and they show in the test mode in forge but when I load into a custom game they won't appear. Any advice?
Could be a glitch. Out of curiosity what do use your nav marker on?
I have them attached to named location volumes
And after switching it to a pointer it works haha. Thanks for the help!
No prob ☺️
How do you add the second nav point for a team?I'm making a mission based level so need nav points to update as we progress.
You can use more nav markers and if you need them to do different actions make sure you have multiple identifiers, like in the video I named my mine N1, you can have as many as you need. My next video will go in detail to set up more complex nav markers. hopefully this helps.
@@softsharp8265 I figured it out thank you.just done with everything on it so gonna test it out.its called the event horizon I'll put it on file share soon.
Event Horizon is up and published!took a bit to polish it and get everything running smoothly but it's done and runs amazing!check it out and share it if you can!massive level with amazing details accurate to the movie.
I'll definitely have to look into it ☺️
Beyond useful script, thank you very much sir.
Glad to be of service.
How to I get navs to display after all the AI in the map are dead? I've been trying to get available AI count and then compare it to 0, then if its true, set nav marker enabled. Any tips? It isn't working
In my head I would do something like this. I would build an area monitor. And anything on team two that enters into it is assigned the nav marker. When they die that marker is removed after the body disappears. It worked on bots when I was making helms deep. Maybe it can work on AI
Ive been trying to get navs to display on players, to be seen by all players and im still at a loss. I set it up exactly as this is except for object reference i pinned "get is player" and "get is bot". Everytime i test in custom games i come back to forge and in object reference its no longer empty but sets itself to a random object. Any advice on how i can make this possible to have markers on players? Im also trying to start it on the event "every N seconds" as i want the navs to show up only every minute or so.
Hey, hard to be sure without seeing the node setup. But what you're trying to achieve is definitely possible.
I don't think you wanna use "get is player" though. I think you'd need to:
"Get team" "for each player"
Attach nav to object.
The "get is player" is a conditional statement. Meaning if you pass an object, it'll tell you if that object is a player or not. But you shouldn't need to check this if you use "get team" because you already know they are all players.
Scripting is like writing a sentence there's lots of ways to do it. We can convey different messages and achieve the same result. I'll take a look tomorrow and see what I normally set my script as.☺️
Yeah this isnt working for me, I dont think this works anymore...
It won't let me put them on auto turrets
I wonder if you can place them on a different invisible object and write a script to delete the invisible object when the Auto Turret is destroyed. Let me know how it goes ☺️