Difference between revisions of "Furniture, Traps, and Lighting"

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imported>MiNalien
(Just fixed a minor problem (changed "in generaly" to "in general")
imported>Skyler Oberon
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== Traps ==
== Traps ==
Another of the fun ones, let's put a trap in the cell.  Traps are [[Activator]]s, so navigate to that section in your Object Window.  <i>( Activators>Dungeons>Caves>Traps/Triggers)</i>
Here's another of the fun ones: let's put a trap in the cell.  Traps are [[Activator]]s, so navigate to that section in your Object Window.  <i>( Activators>Dungeons>Caves>Traps/Triggers)</i>


Drag out the following items from the trap list, and the third from the Actors>Creatures list. (I'll explain why momentarily)
Drag out the following two items from the trap list, and the third from the Actors>Creatures list. (I'll explain why momentarily)
* CTrapSwingMaceShort01
* CTrapSwingMaceShort01
* CTrigTripwire01
* CTrigTripwire01
* DeadSkeleton
* DeadSkeleton


I've chosen the narrow entrance to the large room as the choke point for my trap, but place yours whereever you think it will be most effective.
I've chosen the narrow entrance to the large room as the choke point for my trap, but place yours where ever you think it will be most effective.
<blockquote>
<blockquote>
North is always the top of your screen when you hit the "T" hotkey.  There is an exception, however.
North is always the top of your screen when you hit the "T" hotkey.  There is an exception, however. CS includes a special marker called "NorthMarker", which forces North in the direction it is pointed. This marker is used to keep cardinal directions consistent from cell to cell.
CS include a special marker called "NorthMarker", which forces North in the direction it is pointed.
This marker is used to keep cardinal directions consistent from cell to cell.
</blockquote>
</blockquote>


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[[Image:tut_img_13.jpg|thumb|right|Trap Setup with Havok collision (F4) toggled on]]
[[Image:tut_img_13.jpg|thumb|right|Trap Setup with Havok collision (F4) toggled on]]


Now, position your tripwire and scale it to fit.  Note that some players will run through a cell, and others will walk or sneak - Setting up a trap that will get the best of players takes some luck, skill, and a lot of testing.  Plan to experiment with this for a while.
Now, position your tripwire and scale it to fit.  Note that some players will run through a cell, and others will walk or sneak. Setting up a trap that will get the best of players takes some luck, skill, and a lot of testing.  Plan to experiment with this for a while.


One mace is good, but won't two be better?  Use "Ctrl+D" to duplicate your mace, and position the second where you'd like it.  Now's the time to set the trap up.  First, double-click the maces and tripwire and check "Persistent Reference" in the box that pops up.  Now, double click the tripwire again.  Select the "Enable Parent" tab, and press the button labeled "Select Reference in Render Window".  Notice the crosshair cursor that now appears in the [[Render Window]]?  Move it over one of the maces and click.  Click "OK", and now double click on the mace you just selected, and do the same thing again, this time selecting the second mace with your crosshair cursor.
One mace is good, but won't two be better?  With your mace selected, use "Ctrl+D" to duplicate it, and position the second mace where you'd like it.  Now's the time to set the trap up.  First, double-click the maces and tripwire and check "Persistent Reference" in the box that pops up.  Now, double click the tripwire again.  Select the "Enable Parent" tab, and press the button labeled "Select Reference in Render Window".  Notice the crosshair cursor that now appears in the [[Render Window]]?  Move it over one of the maces and click.  Click "OK", and now double click on the mace you just selected, and do the same thing again, this time selecting the second mace with your crosshair cursor.
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If the crosshair does not turn white, check to make sure the object is a Persistent Reference.
If the crosshair does not turn white, check to make sure the object is a Persistent Reference.
</blockquote>
</blockquote>
What we just did is called a "Daisy-Chain".  This means that when the tripwire is triggered, it will also trigger it's parent (the first mace), which will in turn trigger it's parent (the second mace) This means that we can theoretically trigger an unlimited number of maces from a single trigger.
What we just did is called a "Daisy Chaining".  This means that when the tripwire is triggered, it will also trigger it's parent (the first mace), which will in turn trigger it's parent (the second mace) This means that we can theoretically trigger an unlimited number of maces from a single trigger.
<blockquote>
<blockquote>
Everything about the procedure we just completed is determined by the Scripts attached to the objects.
Everything about the procedure we just completed is determined by the Scripts attached to the objects.