Thursday, September 23, 2010

S.W.A.T Analysis

entity:ProximityTrigger (from Turn Light On When Player Gets Close Flowgraph)

Strengths: has lots of inputs and outputs, so can be enabled and disabled and can also enable and disable other parts of the flowgraph and nodes.

Weaknesses: limited in terms of using it to trigger things from far away as it will only work when player is on top of it in the game.

Opportunities: easy to use for things like lights that turn on when you get close to them, or move an entity when you get close to it (really anything to do with being within a certain range of the entity in question).

Threats: good to trigger things with, but if too many are used they might overlap and then the movements might not work as intended originally.

Entity:SpawnArchetype (from Spawn Entity as Local Player Moves Around)

Strengths: can spawn any archetype (and make custom models archetypes to use), has many inputs that relate to properties of the archetype (pos, scale and rot) and has outputs that can be used for when the task of spawning is completed or when it has failed.

Weaknesses: had to download plugin system which meant I had to make a mod and a new level too, have to link quite a few more nodes to specify settings for properties and things like time between each spawning, requires moderate knowledge about flowgraphs and how nodes work together.

Opportunities: this will be a useful node to use for showing where a player has moved by spawning objects according to the player's position, leaving behind a pathway of objects like footprints.

Threats: could potentially go wrong if did not know how to make mod version and levels, a bit complicated to install, a bit complicated to turn custom model into an archetype to get the name to type next to 'archetype' in the node settings.

Entity:EntityPos (from Scale Entity as AI Moves Around It)

Strengths: can easily assign entity by right-clicking for selected entity, many outputs with lots of properties that can be set using other nodes, input 'get' which finds assigned entity's position, good for moving objects/players/AIs.

Weaknesses: needs a lot of extra nodes to link to in order to actually set or use any properties of the entity in some way.

Opportunities: can use this to find player's position in the game and when the flowgraph 'gets' the players position I can use this to assign the spawned object/archetype its position.

Threats: if don't understand the communication enough between nodes this node will be useless because it requires some other nodes in order for the position of the input entity to mean anything in the game.

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