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Exits and Transition Actors


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That depends. If you want to make a door exit from a map, you'll need a transition actor that loads the same room front and back and collision to stop the player from walking through the door actor (which has no collision of its own) onto the exit collision. Exits like the one from Kakariko onto Hyrule Field don't need transition actors, just collision with an exit assigned to it.

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http://glitchkill.pr...lay&thread=5006

^^ That was for making exits in custom maps back when obj2area was the only OBJ importer but I assume that you're using SharpOcarina.

 

SharpOcarina assigns different polygon collision types to different groups. So, assign the polygon(s) you wish to act as exits to one group (in SketchUp) for each and every different exit (not sure if that was confusing or not...). From there, edit the polygon type of those different groups in the Collision tab of SharpOcarina.

So, Let's say I wanted to make an exit through a "ruin-like doorway" I would, in my collision file, have a wall there?

Yes, that is what you would have to do.

Then, how would I assign an exit to -That specific wall- ?

I believe exit collision can only be on horizontal polygons (or any polygon you can stand on) and not on vertical polygons. You can, however, make a vertical polygon "climable" (of course).
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