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This now brings us to the most important, we need to define some means of getting in and out of the dungeon. We will need two triggers and scripts to do this. We will be using a special trigger flag that will make the trigger invisible and we will be using the collide script slot to trigger area transitions. If you like me, dislike that, use the interact slots instead. Spend some time first finding a model that fits the entrance to your cavern/dungeon well and would guarantee a collision before continuing. First off, let's define the scripts for our triggers. 11.cfg r_script_signal collide [ r_teleport actor 0 tutorial2 ] 12.cfg r_script_signal collide [ r_teleport actor 0 tutorial1 ] The scripts would literally move whatever touches it to the specified map at teledest 0, but more on that later. We will now define our triggers. 1.cfg r_trigger_name "Enter cavern" r_trigger_script 11 r_trigger_mdl "ahab/castle_door" r_trigger_flags $TRIG_INVIS 2.cfg r_trigger_name "Leave cavern" r_trigger_script 12 r_trigger_mdl "ahab/castle_door" r_trigger_flags $TRIG_INVIS With that done, you can now spawn the triggers at their respective places. After doing that, spawn teledest ents with a tag of 0 outside the immediate area, so that the teleport command has a destination to place anything it teleports.
I also tried to follow the tutorial "How to make a trigger load another map" (http://www.sandboxgamemaker.com/wiki/in ... nother_map) but none of that seems to work, I just go through the mapmodel if it's invisible or bump into it if it's not, but nothing happens.
So far I'm unable to figure out what's wrong, so I would really appreciate some help.
I'm using RPG mode of version 2.8.2 on Windows 7 (64 bit).