I am having a problem understanding a section on a tut of how to make animated shutters:
Ok, we are almost there now. With the shutter and its point of origin selected together, right click on the edit area, on the shutter and select script/object. This turns the whole object (point of origin and all) into a scripted object for the shutter script to work from. At this point, click "N" and enter a key/value of targetname/lshutter, if it is the left shutter otherwise a key/value of targetname/rshutter if it is the right shutter. Finally, for the level editor part of it. Enter a key/value of #group/1. Where 1 is the group of these shutters currently being created. It is a good idea to have a different group number for each wall of windows.
The section underlined is the section that I dont understand. What does it mean by the level editor part? do I Highlight both shutters including origins then click "N?" Can someone please rephrase this section a little more clearer for me? Thank you.
You don't need a #group value unless you want to trigger certain shutters to slam wildly.
If you want to add a #group value, just select the script_object (visible brush, origin brush or both) and hit 'N'. Just enter the #group value like you would add a targetname.
ok cool. Thanx. But what if i want numerous animated shutters? Do I just do the same thing for every one of them? Or do I have to Group them or give them their own numbers or something?
Just create as many shutters as you want. Targetname them lshutter or rshutter and that's all. They don't need a unique number, that's assigned automatically by the game.