In the debug console, there is a command to toggle whether your current area is an overland map or not. Is there an XML or NWScript funciton that does this? If not, is there a way I can access the console function through XML or NWScript?
I am still on my quest to have an interface for my scrying device and this could do the trick.
Thanks for any assistance.
Toggle overland map mode
Débuté par
M. Rieder
, janv. 01 2011 06:11
#1
Posté 01 janvier 2011 - 06:11
#2
Posté 01 janvier 2011 - 08:07
OM is an area property (it locks the camera to your settings) and OM areas have onEnter/onExit scripting handling the specific things like making only the party leader appear etc. I don't believe there is a command to interactively set an area as an OM, you could use variations of the OM scripting to get similar effects though (but not locking the camera).
Knightmare has done work with scrying via cameras for Reversal of Fortunes. Perhaps he will pop in.
Knightmare has done work with scrying via cameras for Reversal of Fortunes. Perhaps he will pop in.
#3
Posté 02 janvier 2011 - 12:30
kamalpoe wrote...
Knightmare has done work with scrying via cameras for Reversal of Fortunes. Perhaps he will pop in.
Mine are cameras preplaced in the toolset. Not sure that's what M. is looking for really. If it is, I'd be happy to explain it (it's simple).
#4
Posté 02 janvier 2011 - 01:41
My plan for a scrying system is to have the scrying done by creating an invisible and immobile creature and jumping it to the scrying location and having the PC posess it. The GUI's will have to be disabled as well as other controls.
What I am struggling with is how the player will select the location to scry. Right now I am thinking I will make a GUI with a grid of buttons (invisible buttons). When a player clicks where he/she wants to scry, one of the buttons will be activated. That will then teleport the scrying object to the general area where the player clicked.
This will require some extra XML coding and custom GUI-ing, so if I could somehow toggle into overland mode, revealing the whole area at once, I could just use the cursor location to be the location the player scrys. This would eliminate the need for a custom GUI.
I know the game engine can toggle between an overland view and a non-overland view using the debug console, so I was hoping there was a way to script it. I just don't know what that way is.
What I am struggling with is how the player will select the location to scry. Right now I am thinking I will make a GUI with a grid of buttons (invisible buttons). When a player clicks where he/she wants to scry, one of the buttons will be activated. That will then teleport the scrying object to the general area where the player clicked.
This will require some extra XML coding and custom GUI-ing, so if I could somehow toggle into overland mode, revealing the whole area at once, I could just use the cursor location to be the location the player scrys. This would eliminate the need for a custom GUI.
I know the game engine can toggle between an overland view and a non-overland view using the debug console, so I was hoping there was a way to script it. I just don't know what that way is.
#5
Posté 02 janvier 2011 - 02:53
I set the overland map box in an area to "true". I then loaded the area and used the debug console command "toggleoverlandcamera" and it turned back into a normal area.
I also have been using the SetCameraFacing() command to alter camera height. I can make it go as high as I want, but it automatically zooms back in to the maximum allowed (26.0, I think).
I also have been using the SetCameraFacing() command to alter camera height. I can make it go as high as I want, but it automatically zooms back in to the maximum allowed (26.0, I think).





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