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Help with "before & after" area map scenerio


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5 réponses à ce sujet

#1
dragonagefun123

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Hi everyone,

I am a novice user of the toolset.  I have been gathering bits and pieces of information on the net to create adventure modules, with help from the modding community.  I have searched for this answer, and I have not found success for many days.

Here's my question:

I have created a fully functional module, with multiple areas.  The first area is a 'staging' area for quests to explore a dungeon.  The initial setting is full of soldiers fighting off darkspawns.  The storyline goes - after the heros explore this dungeon and vanquished the evil, the area is saved (very much like Soldier's Peak).  What I don't understand is how to set the 'staging' area to a post-evil-vanquished environment so when heroes revisit the area - its not complete chaos.  Basically just like Soldiers Peak after liberating the castle, upon 2nd visit the merchants are there. 

I want to call for the subsquent visits to this area (after the dungeon is finished) to replace soldiers have merchants, npcs to talk to, and different placeables.

I would appreciate any help people can give.  I have been wrecking my brain on this issue for quite some time - and google search is not producing anything remotely close to what i'm looking for.

Many many thanks in advance!

#2
CID-78

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you make another area and handle the switch in the area transition script.



ie check plotflag to see which state the quest is in and send the player to right area depending on that.

#3
dragonagefun123

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CID-78, thank you so much for a quick reply.



Can you give me an example (or somewhere I can view) the area transition script? Unfortunately, my ambition gets the better of me because I understand next to nothing about writing computer languages, although I am good at disecting a script.



Thanks in advance for any help I can get!

#4
CID-78

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it's a simple if or switch branch that take the plot state as a condition. and each branch jump the player to a diffrent area. it's a really basic script, you can find something similar on several occation in the OC.

#5
dragonagefun123

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Okay, here's my script to activate the map pin.

----script file name: map_pin_activate

const string WML_WOW_Custom = "castle_cousland_pin";

#include "plt_free_the_castle"
#include "wrappers_h"
void main()
{
if(WR_GetPlotFlag(PLT_FREE_THE_CASTLE, ACTIVATE_CASTLE) == TRUE )
{
WR_SetWorldMapLocationStatus(GetObjectByTag(WML_WOW_Custom), WM_LOCATION_ACTIVE);
}
}


------script ended above-----------

On the world map, I set the pin "castle_cousland_pin" to Grey Out. It shows up as Greyed Out just fine when i load into the game. Next to that pin, I have another pin "castle_forest" which is set to Active. This is the initial area players travel to to get a quest. No problems traveling to "castle_forest" pin.

In my plot "free_the_castle", I have a flag called "ACTIVATE_CASTLE". This plot, I included in a conversation line to "set" once the conversation hits that line. See sample below:

Conversation basically reads:
[Owner] Have you defeated all the guards?
[Player] Yes I have.
[Owner] Thank you for your help. You can now travel directly to the castle. {ACTIVATE_CASTLE flag action 'set'}
[Player] You're welcome. {I set the line to call the script "map_pin_activate"}
[Owner] Here is your reward. {reward condition flag set}


I assume this turns on & activates the map pin, because I am able to receive my reward just fine at the end of the conversation. I run to the world map, and the map pin is still grey'd out.  The conversation / plot / script all works fine.  I just can't activate the map pin.  It's been a frustrating 6+ hours.

Any idea what i'm doing wrong? I got a feeling its something minor that I don't see. Thanks for a pointer in the right direction.

#6
CID-78

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start simple, use that script in the conversation without using plots. ie have a script that just set the location active.



if that works you can be sure that the tag and mappins will work when you move it into the plot script.