Thanks to UGC ‘User Generated Content’ tool or level editor. With UGC, Infamous 2 players can build new missions, then share them with the World to play them. This way, you always have enough creative missions that you would never get bored.
If you want to get your level featured in the Infamous 2 community created content, start with these basics and build upon these to create a killer level.
I will be brief with text and add relative video demonstration by the developer, video are a bit quick so read the text if you can’t understand something.
If you are looking for a complex guide to walk you through the UGC Level Editor, this guide isn’t for you. If you are looking for something to get you started with the UGC Level Editor, read on.
Infamous 2 UGC Level Editor Guide And Video Tutorials
There are two ways to start creating a mission in Infamous 2 level editor, you can either choose to ‘Create Mission From Template’ or you can ‘Create an Empty Mission’.
If you Choose ‘Create Mission From Template’ option, you will see a list of Infamous 2 Missions which you can edit. Choose your favorite and start.
Once you have loaded the mission, you will notice several white discs, which are basically logic boxes. Logic Boxes are the tools you need to create your mission scenarios. You can choose the end and beginning, you can edit a whole lot of different things using these logic boxes to govern how your mission scenario plays out.
For starter, start the mission, by select the logic box that starts the mission, it will be the one with a circle and exclamation mark on it. Select it, Press X to load the option wheel, and then select Play Mission.
You will start the mission at the same point the starting logic box was placed and the objective would read what’s set in the victory condition logic box.
Let’s talk about the logic boxes and how you can connect them, and what is Smart Text.
The white discs you see on the UGC editor are logic Boxes. Remember, Logic Boxes are only visible via UGC editor. Connecting these logic boxes will direct the events of your mission. There are two types of Logic Boxes, those that send signal and those that receive signal.
Logic Boxes that send signals are looking for a condition to be matched. They watch for something specific to happen to their group and then fire their outputs activating their attached receivers.
Each logic box has a wire that can be extended and plugged into a receiver. There are two primary logic boxes that send signals, a monitor and a volume.
Receivers are indicated by inputs. Input is the round socket located on the side of the box. Receiver would activate when it receives the signal.
One of the most versatile logic boxes is object modifier, you want to use the object modifier any time you wish to change the default settings or attributes of the group.
That’s why you should take sometime to familiarize yourself with different options in modifier options menu.
Some logic boxes have both input and output, what this means is that, once the input has been triggered, the output will trigger after its condition is matched. Like if a timer is placed between a monitor and object modifier, the object modifier will trigger after the timer completes.
The text you see on the bottom right is the smart text which will dynamically update when you alter logic boxes or change the conditions. It will tell how each set of Logic Boxes will function.
There can be set of Logic Boxes which don’t have any input or output, these will trigger automatically when the mission starts, and will remain active throughout the mission.
Setting up individual Groups within your inFAMOUS 2 UGC mission can infinitely increase the possibilities of your mission.
Knowing how to effectively utilize Groups, create unique groups, edit Groups, and the function of Parent Groups is very important, if you want your level to stand out from the crowd. You need to not only create unique groups but keep them organized.
Logic Boxes look to match with the group condition, not individual logic boxes. If you have a volume set to trigger when the certain enemy NPC enters, the volume isn’t really watching for that NPC, but the group he is assigned to. Same is true for objects.
To create a new group, press X while in the editor to enter the action menu, high light the top left option, ‘Edit Group’ and press X again to bring up the edit group menu. You will notice the default group has already been created, this is because UGC operates on a group level, every object and NPC is automatically put in the group when it is created.
If you haven’t created any group, the objects and NPCs will be automatically placed into pre-existing default group. To create a new group simply press Square. You can create up to 64 groups and each group may contain any number of objects or NPCs.
To edit a particular group, high light a desired group and press X. This will open edit group sub menu. From here you can rename the group, change its icon and pick the icon color.
These options are crucial to creating your mission, so utilize them often. Last option in the edit group menu is the option to setup a parent group, a parent group controls the attributes of one or more child groups.
You can assign any group to the child, by going into the edit group menu and then assigning any parent group to that group in the last option. Pres X to confirm the changes.
If parent group takes zero damage from Cole, the child group will also get zero damage from Cole. The child can be given order independently of the parent group. But any order given to the parent group will cascade down to the individual child groups, overriding the previous orders.
As your missions become more complex, keeping your groups organized, and streamlined between child and parent groups will help you in your mission building process.
Creating paths, placing NPC’s, and placing and connecting the logic required to move NPC’s are an important part of your Mission creation process.
There are few ways to move the NPC around so test out all the options to see what works best for you and your mission. One of the most common method to make NPC follow a path is to create two groups, one for NPC and one for the path.
Let’s call these group NPC #1 and Path #1. Check out the terrain and see where you want your NPC to move. Path points behave more like objects and other logic boxes. This is because Path points are required to be assigned to a group.
Choose Path point from the create menu, remember the arrows indicate the direction the NPC would move. Target the path point and press Triangle to extend the path. You can also extend the path by choosing extend path on the path action wheel. You can press Square to place consecutive path points.
When you are placing path points, make sure you place it in such a way that NPC walks in a smooth arc. When you are finished, press X to play the final path point.
Once the path is completed, enter its edit menu and name it. Now that you have created a path for the NPC to follow, you need to place an NPC that will follow this path. You can place any NPC near the path, just remember to change its tag.
Now that NPC and Path are in place, you need to create the logic that will get the NPC moving. You can use either Monitor or Volume as a conditional trigger to move the NPC on the desired path.
Let’s use Monitor for the purpose of this tutorial. Enter the monitor’s edit menu to set the condition. In this case, the monitor will be set to mission start. Now, all you need is a script command. Just remember once the NPC reaches the end of the path, it will revert to their default behavior.
Go ahead an select script command option and enter its edit menu. This is where you tell this NPC to follow Path #1. Shift the action setting to Move Along Path, you can shift the move speed setting to run and walk. Press X to accept the changes to the logic.
Final step is to connect the logic boxes, simply target the monitor and press Triangle to extend the wire and get it to the script command and press X to secure the connection.
Test the NPC moving along the path by playing the mission from the action wheel options.