-
Notifications
You must be signed in to change notification settings - Fork 2
Obstacle Course Tutorial: Building a level
First off we'll need a DB prim:
- Create a box prim and stretch it out as a platform.
- Create a cube and name it DB. Make it hollow, and add a little bit of path cut. The hollow/cut isn't necessary in the current version, but might be used in a future one.
This is the easy, but time consuming part. Just place the unscripted parts where you want them to be.
The Game Controller is the prim that controls everything about your level. The philosophy of ObstacleScript is that every level is its own unique mini game with unique rulesets and code. From the script templates folder, drop Level, Rezzer, and Spawner into the Game Controller.
Then wear the HUD and say debug Level in chat to update these scripts with the latest version.
Drop these 3 template scripts from the script folder into the Game Controller: #Dialog, #Game, and #Obstacles. Then drop any assets you want to use into the Game Controller. It's not that important that you drop the assets in immediately, but they need to be there before you play the game.
An Asset is a scripted object that gets spawned by the Game Controller, such as a crusher wall or tentacle.
Place the crusher walls where you want them and edit their description. The first value is a vector of the wall's scale. If you resize the wall, you'll have to change this vector accordingly. The second one is a unique ID. The first crusher wall should have the ID 0, next 1, then 2 etc. The third value is a vector of where the wall should move when retracting relative to the wall's local axis. The final value is the time in seconds the wall should take to reach its destination.
Next type SAVE into chat to store all the spawned Assets in the Game Controller database. Type LIST to see what the database looks like. See the home page for a full list of chat commands.






