Difference between revisions of "Bethesda Tutorial Scenes"
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Applying the three new templates: InDepth, ProTip and WarningBox.
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Right-click on Gilfre to add a package action to her as well. This time, though, instead of right-clicking and selecting "New" to make a new package, we'll re-use the package we just made by choosing "Add" from the context menu. This brings up a list of every package in the game. Use the filter at the top to quickly find "GSQ01BenduGilfreHitMarks" and double-click to add it to the scene. | Right-click on Gilfre to add a package action to her as well. This time, though, instead of right-clicking and selecting "New" to make a new package, we'll re-use the package we just made by choosing "Add" from the context menu. This brings up a list of every package in the game. Use the filter at the top to quickly find "GSQ01BenduGilfreHitMarks" and double-click to add it to the scene. | ||
{{Template:WarningBox|Note that we did not put any conditions on this package. Because it's only used during this scene and will not be part of a normal package stack evaluation, this is safe. However, the game makes no precautions and relies on designers to do the right thing, so be careful with your package conditions!}} | |||
When the scene begins, it will start at this first phase, place these packages atop the alias's stacks, and force them to re-evaluate their package (in this case, choosing the package we just made). The phase will consider itself complete when all its actions are done, which in the case of travel packages mean when the actor has reached the target. | When the scene begins, it will start at this first phase, place these packages atop the alias's stacks, and force them to re-evaluate their package (in this case, choosing the package we just made). The phase will consider itself complete when all its actions are done, which in the case of travel packages mean when the actor has reached the target. | ||
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[[File:HeadtrackingSettings.png]] | [[File:HeadtrackingSettings.png]] | ||
{{Template:InDepth|We could have also gotten them to face each other by setting their travel packages to specific XMarkerHeading objects.}} | |||
=Timer Actions= | =Timer Actions= |