Fallen Guardian Posted April 1, 2012 Share Posted April 1, 2012 Hello everyone, today I've come to ask how exactly to create area transitions that are seen everywhere in game, just one example being the Lower City elevator on Taris. I believe it's controlled by the TransitionToDestin field within a door's entry in the GIT file, but I've also heard that it's caused by triggers. Could someone clarify on how I would set up an area transition? Link to comment Share on other sites More sharing options...
newbiemodder Posted April 1, 2012 Share Posted April 1, 2012 You can do either way. I always use triggers that correspond with a waypoint in the destination module. With this method you get that nice overhead sign as you are walking letting you know where you are going. See this tutorial. http://www.lucasforums.com/showthread.php?t=145870 For the triggers you need to edit the .git file to create the trigger area. You also need to create a .utt file, trigger, to correspond with .git entry. Waypoints are nicer. All you need is to enter the waypoint info into the .git. I've found that an actual .utw file is not necessary. Hope that will get you started...let us know if you need more help. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted April 1, 2012 Author Share Posted April 1, 2012 So what would you put in the on enter field of the UTT file? Would it be a script that just warps you to a new area and that custom waypoint? Link to comment Share on other sites More sharing options...
newbiemodder Posted April 1, 2012 Share Posted April 1, 2012 You don't have to enter anything in the script fields for a transition trigger utt file. Make sure that the type field shows..Transition..rather than Generic or Hostile...the connection is made in the .git file. Link to comment Share on other sites More sharing options...
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