Difference between revisions of "Bethesda Tutorial Encounters"

put fig 5.9 closer to the section it is referenced, moved 5.10 to right of loop
imported>Erdelf
imported>Syneris
(put fig 5.9 closer to the section it is referenced, moved 5.10 to right of loop)
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Launch Skyrim and enter the '''[[ToggleDetection]]''' [[:Category:Console_Commands|console command]].  The actor will walk to each [[IdleMarker|Idle Marker]] and idles at each of them for the time specified.  Notice that when the actor reaches the end of the linkedRef chain, it paths through the chain backwards.  This is why we call it a '''"ping-pong patrol"''': the actor is bounced back and forth between the ends.
Launch Skyrim and enter the '''[[ToggleDetection]]''' [[:Category:Console_Commands|console command]].  The actor will walk to each [[IdleMarker|Idle Marker]] and idles at each of them for the time specified.  Notice that when the actor reaches the end of the linkedRef chain, it paths through the chain backwards.  This is why we call it a '''"ping-pong patrol"''': the actor is bounced back and forth between the ends.
<gallery widths="220px" heights="180px" perrow="3">
Image:PatrolIdleTime.jpg|<b>Fig. 5.8</b>: <br>Type the time here, in seconds, that you want an actor to idle for.
image:LinkedRefIdletoIdle.jpg|<b>Fig. 5.9: </b> An Actor "Linked-Ref Chained" to three Patrol Points in the 2nd room.
</gallery>


===Looping Patrols===
===Looping Patrols===
[[image:LinkedRefThreeIdleLoop.jpg|right|thumb|220px|<b>Fig. 5.10:</b> A Necromancer on a 3-Point Looping Patrol with a Skeleton following him.]]


A '''Looping Patrol''' is set up exactly like a ping-pong patrol, with one meaningful extra step: you'll "close the loop" of the patrol chain, meaning the actor will follow that route in order, never reversing direction.
A '''Looping Patrol''' is set up exactly like a ping-pong patrol, with one meaningful extra step: you'll "close the loop" of the patrol chain, meaning the actor will follow that route in order, never reversing direction.
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|style="border-style: solid; border-width: 0"|PatrolIdleMarker is an '''[[IdleMarker|Idle Marker]]''' which already has a range of subtle animations associated with it.  This makes it preferable to other objects, such as an XmarkerHeading, when setting up patrols.  There are also other [[IdleMarker|Idle Markers]] available, such as '''SearchingTableIdleMarker ''' and '''WarmHandsStandIdleMarker ''', which can be used to trigger specific animations which are more deliberate and grounded with the environment.  Try swapping some of your patrolIdleMarker objects with these and experiment to get results you're happy with.
|style="border-style: solid; border-width: 0"|PatrolIdleMarker is an '''[[IdleMarker|Idle Marker]]''' which already has a range of subtle animations associated with it.  This makes it preferable to other objects, such as an XmarkerHeading, when setting up patrols.  There are also other [[IdleMarker|Idle Markers]] available, such as '''SearchingTableIdleMarker ''' and '''WarmHandsStandIdleMarker ''', which can be used to trigger specific animations which are more deliberate and grounded with the environment.  Try swapping some of your patrolIdleMarker objects with these and experiment to get results you're happy with.
|}
|}
<gallery widths="220px" heights="220px" perrow="3">
Image:PatrolIdleTime.jpg|<b>Fig. 5.8</b>: <br>Type the time here, in seconds, that you want an actor to idle for.
image:LinkedRefIdletoIdle.jpg|<b>Fig. 5.9: </b> An Actor "Linked-Ref Chained" to three Patrol Points in the 2nd room.
image:LinkedRefThreeIdleLoop.jpg|<b>Fig. 5.10: </b> A Necromancer on a 3-Point Looping Patrol with a Skeleton following him.
</gallery>


==Setting Actor Difficulty==
==Setting Actor Difficulty==
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