Transition Triggers Between Modules in a Campaign
#1
Posté 15 juillet 2010 - 12:37
What exactly do I need to do to make transitions work across modules?
#2
Posté 15 juillet 2010 - 01:21
void main()
{
string sModuleName = "module name goes here";
LoadNewModule(sModuleName);
}
Here is the syntax from the toolset.
// Shut down the currently loaded module and start a new one (moving all
// currently-connected players to the starting point. This one saves out the
// old module's state.
void LoadNewModule(string sModuleName, string sWaypoint = "");
Hope this helps
#3
Posté 15 juillet 2010 - 01:29
Is that the whole script? Also I'm transitioning to an overland map so the waypoint name in the new module is important.
#4
Posté 15 juillet 2010 - 01:38
string sModuleName = "module name goes here";
string sWaypoint = "waypoint tag goes here";
LoadNewModule(sModuleName, sWaypoint);
#5
Posté 15 juillet 2010 - 02:26
#6
Posté 15 juillet 2010 - 02:32
ModuleName="module name goes here"
WPName="Waypoint Name Goes Here"
#7
Posté 15 juillet 2010 - 03:11
string WPName = GetLocalString(OBJECT_SELF, "variable name");
#8
Posté 15 juillet 2010 - 09:24
#include "ginc_companion"
void main()
{
SaveRosterLoadModule(string module name, string start waypoint);
}
#9
Posté 16 juillet 2010 - 12:49
That does look like a better way. Now I have to go change my stuff around. :happy:
Thanks Shaugn78!
#10
Posté 20 juillet 2010 - 02:42
// ka_olmap_visit_wp
/* Jumps the party to the waypoint whose tag is the same as the
placeable's sTravelDest variable. Alternately, if you specify a tag of the Module or Waypoint, it'll work with that, too.
*/ `
// Nchap
// JSH-OEI 5/29/08 - Added autosave.
#include "ginc_debug"
#include "ginc_overland"
#include "ginc_companion"
void main(string sDestWPTag, string sDestModuleTag)
{
if(sDestWPTag == "")
sDestWPTag = GetDestWPTag();
if(sDestModuleTag == "")
sDestModuleTag = GetLocalString(OBJECT_SELF, "sDestModule");
object oPC = GetLastUsedBy();
object oWP = GetWaypointByTag(sDestWPTag);
if( GetModuleName() == sDestModuleTag || sDestModuleTag == "")
{
PrettyDebug("Jumping " + GetName(oPC) + " to " + GetTag(oWP));
oPC = GetFirstPC();
ExitOverlandMap(oPC); //This is a sanity check to verify that we don't hit any bugs dealing with saving.
DoSinglePlayerAutoSave(); // Autosave
JumpPartyToArea( oPC, oWP );
}
else
{
ExitOverlandMap(oPC);
SaveRosterLoadModule(sDestModuleTag, sDestWPTag);
}
}
I have the module tag and the waypoint tag correct. All I get is a fade to black and then I'm right back to the OM.
#11
Posté 20 juillet 2010 - 08:57
If you call the script in an event field of an object, you must declare those Variable and their value in the variable field at the bottom of the script panel of your object.
#12
Posté 20 juillet 2010 - 07:45
Both tags are set correctly in the dialog and it still dos not work. It did work, and now it doesn't.
Modifié par MokahTGS, 20 juillet 2010 - 07:52 .
#13
Posté 21 juillet 2010 - 09:48
I don't have toolset here, but if you download my WPM stuff, you'll see all the OM scripts for module transitions I use there.
#14
Posté 25 juillet 2010 - 08:25





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