Thus far we have looked at causing commands to be fired on user-driven events (such as mouse over, mouse down, etc.). We’ve looked at firing commands at the game’s opening. In this chapter we will begin looking at firing commands based upon where the player is in the level. We’ll do this via triggers.
Specifically we will look at using this sort of mechanism to provide screen hints via GUIText. Additionally, this will allow for a new way to move from this EntryWay level to the Hallway level. Triggers can be used to trip any event though. Booby traps could be sprung, lighting changed, objects created or destroyed, all ...