Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"
Bethesda Tutorial Dungeon Wrapup (edit)
Revision as of 13:24, 11 September 2017
, 13:24, 11 September 2017no edit summary
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{{ProTip|XMarkerHeadings are often used when you want to specify not only the position, but also the direction something should be facing, such as an actor. They are commonly used by LocRefTypes, [[Bethesda_Tutorial_Encounters#Linked-Refs_and_Patrols|Patrol Paths]], and for positioning actors in [[Scenes]].}} | {{ProTip|XMarkerHeadings are often used when you want to specify not only the position, but also the direction something should be facing, such as an actor. They are commonly used by LocRefTypes, [[Bethesda_Tutorial_Encounters#Linked-Refs_and_Patrols|Patrol Paths]], and for positioning actors in [[Scenes]].}} | ||
We'll run through the rest of the interior LocRefTypes quickly. Set three Containers to the '''Container''' LocRefType; these can be anything from urns to chests, from dressers to barrels (''Fig. 10.5''). Next, lets place an XMarkerHeading down with the necromancer, making sure it is on the navmesh, and set it to the '''CaptiveMarker''' LocRefType (''Fig. 10.6''). Place another XMarkerHeading in the entrance room and mark it as ''' | We'll run through the rest of the interior LocRefTypes quickly. Set three Containers to the '''Container''' LocRefType; these can be anything from urns to chests, from dressers to barrels (''Fig. 10.5''). Next, lets place an XMarkerHeading down with the necromancer, making sure it is on the navmesh, and set it to the '''CaptiveMarker''' LocRefType (''Fig. 10.6''). Place another XMarkerHeading in the entrance room and mark it as '''InsideEntranceMarker''' (''Fig. 10.7''). | ||
<gallery> | <gallery> |