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Module transitions


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#1
Grizzly46

Grizzly46
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Moved this question from the old forum here so it can be kept alive:

I have a slight problem with even understanding how module transitions
are done, so I would like some help.

This is the thing: I have
module A where the adventure kicks off, but its growing slightly large,
and I would like to export a couple of areas to a Module B. That is not a
problem, I know how to do that.

But, how do I
create the specific transition if I don't want to go via a world map? A
generic transition trigger that just points to the new module and a
waypoint there?

Also, I have a related question: I want to block, hinder or conceal the transition until certain conditions are met - but is that possible? I have tried working the block trigger, but that doesn't work. So how do I set up a block trigger/block waypoint properly, alternatively stop the transition from working in some other way?

#2
Morbane

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Try incorporating this:
#include "ginc_companion"
void main()
{
SaveRosterLoadModule(string module name, string start waypoint);
}
For concealing the trigger you can spawn/despawn a placeable of some sort - your choice - or figure out how to use the stock Block Trigger - or this:
void main(){
	object oPC = GetEnteringObject();
	if (!GetIsOwnedByPlayer(oPC)) return;
	location lTarget = GetLocation(GetWaypointByTag("wp_block_portal"));
	AssignCommand(oPC, ClearAllActions());//stops player in their tracks	AssignCommand(oPC, ActionForceMoveToLocation(lTarget));//walks player to waypoint	FloatingTextStringOnCreature("An invisible force is blocking my way.", oPC);//announces why
}
I hope these code snippits help.

Modifié par Morbane, 18 juillet 2010 - 10:51 .


#3
Grizzly46

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interesting suggestions Morabane - I'll try them out. Thanks!

#4
erikbreau

erikbreau
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Also, this may help...

http://www.nwnlexico...vateportal.html



E.