Difference between revisions of "Additional Prefabs"

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1 byte added ,  04:37, 17 February 2012
m
Fixing a typo
imported>Catwheezle
(Applying the three new templates: InDepth, ProTip and WarningBox.)
imported>Jarvix
m (Fixing a typo)
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[[image:MineOre02.jpg|350px|thumb|right|<b>Fig. 6.53</b>: <br>Gold Ore Vein placed in Lokir's Tomb]]
[[image:MineOre02.jpg|350px|thumb|right|<b>Fig. 6.53</b>: <br>Gold Ore Vein placed in Lokir's Tomb]]


Next: place a furniture so the player will use the appropriate mining animation. There are three mining furnitures we can use: '''PickaxeMiningFloorMarker''', '''PickaxeMiningTableMarker''' & '''PickaxeMiningWallMarker'''. Find these by filtering for '''Mining'''. The Wall, Floor, or Table portion of the name describes where the pickaxe will hit in the animation. We are going to place a PickaxeMiningWallMarker on the ground near our Ore then move and rotate it so the bottom is roughly even with the floor and wall area of the marker is slightly embedded in the Ore Vein.  Be sure to test these in game to visually spot-check your marker placment.
Next: place a furniture so the player will use the appropriate mining animation. There are three mining furnitures we can use: '''PickaxeMiningFloorMarker''', '''PickaxeMiningTableMarker''' & '''PickaxeMiningWallMarker'''. Find these by filtering for '''Mining'''. The Wall, Floor, or Table portion of the name describes where the pickaxe will hit in the animation. We are going to place a PickaxeMiningWallMarker on the ground near our Ore then move and rotate it so the bottom is roughly even with the floor and wall area of the marker is slightly embedded in the Ore Vein.  Be sure to test these in game to visually spot-check your marker placement.


The final thing we need to do is create a linkedRef from the Ore Vein to the Mining Furniture. This allows the ore to know which furniture to use. If you don't have a furniture hooked up, the ore will automatically appear ''depleted'' when you run the game since it would be frustrating to find ore that you can't mine.
The final thing we need to do is create a linkedRef from the Ore Vein to the Mining Furniture. This allows the ore to know which furniture to use. If you don't have a furniture hooked up, the ore will automatically appear ''depleted'' when you run the game since it would be frustrating to find ore that you can't mine.
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