trigger set in constructor but not work in TGEA
by FanZhang · in Artist Corner · 07/17/2009 (3:24 am) · 3 replies
In constructor there is a selection to change the brush into trigger,but I have no idea that how to use it in the TGEA.I have try to define the brush that set to trigger with the classname,datablock in the constructor,but it does not work in TGEA? is anyone know how to get it work,which point we must pay attention to and how to script it in TGEA?
thanks:)
thanks:)
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#2
07/17/2009 (8:01 pm)
If could create trigger in constructor that will make more convenience to games creator”)
#3
I would create a trigger in the mission as Jaimi suggests, save the mission and look at the script. Use that as a template for the one you create in your level, just change the name to match the one in Constructor.
07/18/2009 (4:55 am)
You need to create a script (*.cs) for the trigger to work I believe. Give it a unique name, etc.I would create a trigger in the mission as Jaimi suggests, save the mission and look at the script. Use that as a template for the one you create in your level, just change the name to match the one in Constructor.
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tdn.garagegames.com/wiki/WorldBuilding/MissionEditor/Creating_Triggers