Hi, It’s been a Tuesday – September 6, 2011 – 12˚C / 54˚F @ 11:11 pm
The tutorial said I was creating a teleporter that would seem to connect two areas “Seamlessly” Seamless means you’re not supposed to know you’re being teleported from ‘here’ to ‘there’ inside the game. As you approach the teleportation spot the area you’re heading for becomes visible, they just don’t want characters to be able to see the ragged edges of the two areas where they don’t quite mesh, and you can make non-linear connections that make Escher prints look like straight lines. 🙂
However. Part of this process is you have to define a ‘trigger’ and it looks like you were supposed to read the minds of the people who wrote the tutorial and have previously set up the scripting to tell the trigger what it was supposed to do.
Grumble grumble. Is the cup half empty or half full? What? Is the cup a cup? and what is is supposed to be half full of?
The green ball in the above screen shot is supposed to be the ‘parent’ object in a teleportation scheme. The building it’s in is supposed to mask the fact that the areas aren’t really connected. The trigger is also parented to the ball. But when I saved all that it looks like the process only saved the freakin ugly green ball.
Uh, tune in next time, folks, see if I figured out what I missed.