GlasWolf on 5/2/2006 at 13:07
Link filters are one of those things that can not only make things easier, but can open up new possibilities with the editor. I've stuck up a tutorial (
http://www.ttlg.com/wiki/wikka.php?wakka=LinkFilters) here - as usual, comments, amendments, additions etc. more than welcome.
Rantako on 5/2/2006 at 13:40
I don't think you need to put the filter name in the TriggerLink -> LinkName property - no other link flavour has that, and they all work fine with just Link -> m_name. Although saying that, I usually put it in, just in case.
Oh, and with the formatting, all the words with two capital letters have been automatically made into links (like TriggerScript, AmbientSound, etc). You can stop it doing that by enclosing the words with "" (two double quotes) - it stops the automatic formating, so you need to format things inside these with html tags.
GlasWolf on 5/2/2006 at 14:40
Noted and changed, cheers. Also added a couple of screenshots.
Krypt on 6/2/2006 at 20:25
Good tutorial. Link filters are something many people found handy, but I never used them very often in my scripts. If I got in a situation where I'd need more than 3 or so links off one object, I would start using trigger messages instead of naming all my links. That's just an organizational preference of mine though, link filters work fine as well.
GlasWolf on 7/2/2006 at 19:36
Yup, horses for courses I guess - using filters means you can have one script rather than separate scripts on all your target objects. It also saves you messing around with the gamesys to make child objects and/or attaching scripts to the archetypes. Certainly more work to set up the links initially though.
I notice null used them in the Cradle to vary the "urgency" of the attic knocking sound according to how close the player was to the door. Pretty cool stuff.