Utilizing Volume Nodes in Arcadia

Published: Thef - Aug 5, 2024

Hello and welcome! My name is Thef, and today we are diving into the fascinating world of volume nodes in Arcadia. Building on our previous tutorial on movement and rotation nodes, we'll explore how to use different types of volume nodes to create interactive and dynamic elements in your game.

Types of Volume Nodes

In Arcadia, volume nodes are used to trigger various actions when a player interacts with them. Here are the types of volume nodes we'll cover:

  • Damage Volumes: Apply damage per second to players within the volume.
  • Healing Volumes: Apply healing per second to players within the volume.
  • Interact Volumes: Allow players to use the interact button when within the volume.
  • Trigger Volumes: Trigger actions when a player enters or exits the volume.

Setting Up the Volumes

First, let's set up our volumes. We'll start by adjusting their sizes using the handles or the values in the menu. I like to place some kind of platform under the volumes to better visualize their positions in the game.

  • Adjusting Volume Sizes: Ensure all volumes are roughly the same size.
  • Adding Platforms: Helps visualize where the volumes are when loaded into the game.

Understanding Volume Functions

Each volume triggers specific actions:

  • Damage Volume: Applies damage per second to players inside.
  • Healing Volume: Applies healing per second to players inside.
  • Interact Volume: Allows player interaction within the volume.
  • Trigger Volume: Triggers actions upon player entry or exit.

Creating an Interactive Button

Next, we'll create a button to toggle the spinning blades we set up in the previous tutorial.

  • Setting Up the Button: Place a pedestal and interaction icon.
  • Adjusting the Interact Volume: Move and resize it to fit the button area.

Hooking Up the Interact Volume

Now, we'll connect the interact volume to start the blades spinning.

  • On Interact Press: Connect it to start the blades' animation.
  • Removing On Spawn Node: Remove the previous on spawn node.

Testing this setup shows that pressing the button starts the blades' animation. To toggle the blades on and off, we'll use a flip-flop node.

Using the Flip-Flop Node

The flip-flop node alternates between two actions on each activation, allowing us to toggle the blade's motion.

  • Setting Up Flip-Flop Node: Alternate between starting and stopping the blades.
  • Resolving Issues: Add trigger nodes to start and stop animations, fixing any issues with the flip-flop node.

Ensuring Smooth Operation

We noticed that the blade's position is inconsistent when stopped. To fix this:

  • Storing Initial Position: Store the blade's initial position in a vector.
  • Resetting Position: Set the blade's location back to the initial position upon stopping the animation.

Testing this shows the blades now respawn back to their starting location when stopped.

Adding Trigger Volumes

Finally, we'll duplicate our setup and use a trigger volume to start the blades spinning and moving when a player enters a specific area, making it perfect for traps or obstacles.

  • Duplicating Setup: Copy the setup and adjust the trigger volume.
  • Fixing Any Issues: Ensure all nodes are correctly grouped and functioning.

Conclusion

Thank you for following along! If you enjoyed this tutorial, please press the like button. If you have suggestions for future content, leave a comment below. Tune in next time when we add damage to these blades.

Watch the Tutorial Video