Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"

→‎Location Reference Types and Radiant Story: Fixed/added boss chest/boss name
imported>Syneris
(xmarkerheading LocationCenter clarity and grammar)
imported>Nemesis
(→‎Location Reference Types and Radiant Story: Fixed/added boss chest/boss name)
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Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. Go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.
Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. Go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale or LvlDraugrAmbushMelee1HMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.


It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.
It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.


Next, let's set the '''BossChest''' on that platform to the '''BossContainer''' LocRefType in the same way. If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed. XMarkers are invisible and have no collision in game. They are used for positional data only.
Next, on that platform, let's set the '''BossChest''' LocRefType to the '''TreasDrugrChestBoss''' in the same way (if you have a normal TreasDrugrChest, you can replace with TreasDrugrChestBoss, but be careful with the NavMesh). If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed. XMarkers are invisible and have no collision in game. They are used for positional data only.


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