Trigger and Scriptobject
Posted: Fri Aug 29, 2008 12:59 pm
I figured I'm a bad example for not writing about my work and not even have a post about the triggers and the script object. I also have to admit that they are far from completion, but I'll guess that I can soon deliver something which is usable.
Triggers and the script object are part of the game logic and with them much should be possible. On the other hand they should be easy to use and not be stuffed with functionality which is not needed.
Triggers are object in the 3D environment which react to some event and trigger another event. Such a triggering event could be the player approaching a pirate base with the triggered event of the take off of a couple of pirate fighters to stop the player. It could also be a cut scene or anything else the script object can do.
The script object is at the moment quite limited. Apart from loading another level file and including it into the existing level, there is not much it can do. What it should be able to do is quite interesting. It should be able to access objects in the level and react on or trigger triggers.
Those two objects are therefore basic elements of the game logic and necessary for the mission design.
Triggers and the script object are part of the game logic and with them much should be possible. On the other hand they should be easy to use and not be stuffed with functionality which is not needed.
Triggers are object in the 3D environment which react to some event and trigger another event. Such a triggering event could be the player approaching a pirate base with the triggered event of the take off of a couple of pirate fighters to stop the player. It could also be a cut scene or anything else the script object can do.
The script object is at the moment quite limited. Apart from loading another level file and including it into the existing level, there is not much it can do. What it should be able to do is quite interesting. It should be able to access objects in the level and react on or trigger triggers.
Those two objects are therefore basic elements of the game logic and necessary for the mission design.