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?
Module transitions
Débuté par
Grizzly46
, juil. 18 2010 09:21
#1
Posté 18 juillet 2010 - 09:21
#2
Posté 18 juillet 2010 - 10:45
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
Posté 19 juillet 2010 - 03:47
interesting suggestions Morabane - I'll try them out. Thanks!
#4
Posté 27 août 2010 - 06:04





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