How to beam the player to a tag point from a trigger
Making the AI go to a location when the player enters a proximity trigger
Debugging the Flow Graph
Creating a kill counter
Rewarding the player for reaching a kill goal
Displaying the player's health through a Flow Graph
Changing the player camera through key input
Creating a countdown timer
Creating a sound event
Introduction
While we have explored much of the external scripting in the previous chapters, we shall now look at more of the inner workings of the game logic that is made via a Flow Graph. Being one of the most power tools for any designer, in this chapter, we shall explore some of the examples that can be created with the Flow Graph.