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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Time for action – use layer switching logic


The requirements for each level will be different, and thus, to begin with, you should have a populated level open that has entities organized onto different layers.

In this example, we will use layer activation and deactivation to show all the contents required for a particular gameplay section.

Typically when creating levels, they are split into unique sections named action bubbles.

It is a common practice to hide layers that contain action bubbles, which are not being played.

It is possible to activate and deactivate all the entities in a specific layer by using the Engine:LayerSwitch FlowNode.

Note

Even brushes and solids can be hidden/unhidden using this node.

  1. Simply create a new Flow Graph and add the Engine: LayerSwitch FlowNode to the graph.

  2. Next, double-click on the Layer property. This will present you with a pull-down window, allowing you to set what layer should be attached to this node.

    Layer switching needs to be globally enabled in order...

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