Difference between revisions of "Pathing and Playtesting"

16 bytes removed ,  15:42, 12 April 2006
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imported>Kkuhlmann
imported>H4cksaw
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This can be cool, but usually happens off-screen, which does nothing for the player's experience.
This can be cool, but usually happens off-screen, which does nothing for the player's experience.
In certain cases it is appropriate to ignore this problem, or to break the pathnode network here, but we can also set the pathnode to become active only after the trap has been triggered.  To do this, select the path node closest to the tripwire, and press <b>"R"</b>.  Using "Select Reference in Render Window", pick one of the maces.  The purple cage around the node now indicates that it is linked to the trap.
In certain cases it is appropriate to ignore this problem, or to break the pathnode network here, but we can also set the pathnode to become active only after the trap has been triggered.  To do this, select the path node closest to the tripwire, and press <b>"R"</b>.  Using "Select Reference in Render Window", pick one of the maces.  The purple cage around the node now indicates that it is linked to the trap.
<br><br><br><br><br><br>[[Image:img_tut_17.jpg|Linking pathnode to a persistent reference|320px]]
<br><br>[[Image:img_tut_17.jpg|Linking pathnode to a persistent reference|320px]]


== Playtesting ==
== Playtesting ==
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