It's often easier to move them into the Void somewhere nearby and move each element into the scene piecemeal, as in Fig 6.10. Selected objects will be faded, hidden, and un-hidden by this key, making it easy to determine what you have and haven't got selected.ĭon't worry too much about pasting your prefab exactly where you want it placed. When making complex, multi-object selections such as this, it can be useful to cycle visibility with the "1" key.
Creating an event like this can be complex when done from scratch. We'll add one now a boss draugr will climb out of a tomb as the player enters the final chamber. This dungeon already features several encounters, but no clear climax. You may also notice a checkbox which will cause a reference to ignore all activation from non-parents.Īmbushes Finding and Placing an Ambush Prefab For example, it's usually wise to provide a lever on either side of a portcullis, just in case the player somehow becomes trapped on the wrong side of it. This represents the activate parent relationship.Īn object can have more than one activate parent.
Activation is an important concept when dealing with interaction. When the player "uses" an object, they are activating it. This is just one example of how linkedRef and other object-to-object relationships can be used to drive complex interaction in the Creation Kit.īasic Activation Parenting
This behavior is the result of logic that has already been set up with an AI package. In that example, linkedRef relationships were used to create NPC patrol paths. The previous tutorial discussed linked references, or linkedRefs. The reader will learn the following skills: This chapter covers the basics of working with AI ambushes and traps.