Has anybody managed to get their own custom fade map working for a standalone module? All I've managed to get is all the locations blinking on it.
*click to enlarge*

Debugging it through the UI, it thinks that I have no locations/pins in the map - at least the UI attribute "WorldMap.FadeMap.Locations" returns zero from the game engine, so it's basically all uninitialized. Edit: If I call OpenPrimaryWorldMap() instead of OpenFadeMap() then the pins appear, but for the wrong type of map of course. The node graphics in the fade map are (I believe) somewhat hardcoded, but I can't get them initialized, for all intents.
My DAScript can find the map object and pins (which have an active or greyed out initial state). I even created a custom worldmaps 2DA for another fade map and its transition-waypoints to another test area.
This is basically what I'm trying in script so far... I can't really see what I'm doing wrong compared to the Broken Circle quest scripts.
object oPrimaryMap = GetObjectByTag("test_fademap"); // Returns a valid object. Test fade map
object oSecondaryMap = GetObjectByTag("test_wow"); // Returns a valid object. Wide open world
WR_SetWorldMapPrimary(oPrimaryMap);
WR_SetWorldMapSecondary(oSecondaryMap);
// Not sure if this would make a difference, but trying it anyway
/////////////////////////////////////////////////////////////////////////////////////////////////
object oStartPin = GetObjectByTag("wml_fad_test_pin1"); // Returns a valid object. Pin state is "active".
WR_SetWorldMapPlayerLocation(oPrimaryMap, oStartPin);
SetWorldMapGuiStatus(WM_GUI_STATUS_USE);
/////////////////////////////////////////////////////////////////////////////////////////////////
//
if (IsObjectValid(oMap) && IsObjectValid(oStartPin))
{
OpenFadeMap();
}
Modifié par FollowTheGourd, 21 juillet 2010 - 04:37 .





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