Another question today
Area Transition Triggers
Débuté par
Lucrane
, juil. 12 2012 04:43
#1
Posté 12 juillet 2012 - 04:43
Hey All,
Another question today
I've worked pretty in depth with transitions before, scripts and doors etc. But one thing I could never figure out is how to get a trigger to act as a transition, specifically to a world map. There are a few areas I have where the player simply walks down the path to transition out of the area. An area trigger transition would be appropriate here I think, but how is this done?
Another question today
#2
Posté 12 juillet 2012 - 05:45
You should be able to specify an area/waypoint combo in the trigger's variables list the same as you would for a placeable as far as I know.
#3
Posté 12 juillet 2012 - 05:47
Hmm tried that, but whenever I do nothing happens. I treat it just the same as a placeable but nothing. I'm looking more at the single player trying to see what I can find. Its weird it should react the same I would think.
#4
Posté 12 juillet 2012 - 06:14
Ok on delving into the single player game some more, I have made discovery that area transitions triggers are never used for the open areas.
Instead they utilized very large invisible doors (placeable) and set these up like any other area transition placeable. So now I have what I need, all solved, but now I'm wondering what the area transition function of the triggers is supposed to do?
Instead they utilized very large invisible doors (placeable) and set these up like any other area transition placeable. So now I have what I need, all solved, but now I'm wondering what the area transition function of the triggers is supposed to do?
#5
Posté 12 juillet 2012 - 06:46
I have a vague recollection of one of the SilentCid videos covering the use of triggers for area transitions. Might have to see if I can dig it up. I've never used them myself.
#6
Posté 14 juillet 2012 - 09:45
I've never done it with triggers. It makes sense, but even as far back as NWN they've been placeables every time. I find placeables are a bit more flexible because they act as invisible walls as well, no need for messing around much with extra objects - keep things as simple as possible, even if ultimately performance isn't a big concern for most modders.





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