View Single Post
Old 08-05-2003, 05:38 PM   #15
SpiritWarrior
Jack Burton
 

Join Date: May 31, 2002
Location: Ireland
Posts: 5,854
Yeah Larry, what Legolas has just done was the method I was talking of. To me and IMHO it always looks shabby when people use triggers and area transitions for portals. These two methods give the PC's no leeway in choice, the PC either steps on the portal and is catapulted to a different area (trigger), or steps anywhere even around the portal and is teleported away also (area transistion).

Usable portals are the best way because we can imagine that by clicking on the portal the PC has chosen to examine it further, coming within a few inches of the thing (but not stepping into it just yet) and opening a conversation window which then gives them more information on what this object does/is.

So, going on what Leggy posted make sure to put this script in the portals 'Onused' field first.
Quote:
void main()
{

ActionStartConversation(GetLastUsedBy());
}
That will then start the convo window. When making the convo. itself you can choose to highlight both choices (enter or leave) as actions also (that is making them green like in the OC's). This way you can avoid the impression that the PC is actually conversing with the object but rather just choosing what to do.
__________________
Still I feel like a child when I look at the moon, maybe I grew up a little too soon...
SpiritWarrior is offline   Reply With Quote