Simplified party camp for stand-alone?
Débuté par
madsabroo
, janv. 28 2011 08:48
#1
Posté 28 janvier 2011 - 08:48
I'm trying to rig up a party camp for a stand-alone module but I'm having trouble replicating the way singleplayer does it. I was wondering if anyone who has made a stand-alone campaign can share some insight on the simplest way to script a camp area.
#2
Posté 29 janvier 2011 - 07:55
Well, the absolute minimum is not to have a camp at all.
To make that work, for civilised areas I set the ENABLE_PARTY_PICKER variable, so that the player can change the party at will.
For game balance, it's useful to have some means of clearing injuries. Plot flag GEN_CURE_PC_INJURIES (in gen00pt_generic_actions) can be used in conversation with a healer or healing placeable.
I appreciate that doesn't answer the exam question!
To make that work, for civilised areas I set the ENABLE_PARTY_PICKER variable, so that the player can change the party at will.
For game balance, it's useful to have some means of clearing injuries. Plot flag GEN_CURE_PC_INJURIES (in gen00pt_generic_actions) can be used in conversation with a healer or healing placeable.
I appreciate that doesn't answer the exam question!
#3
Posté 29 janvier 2011 - 03:22
Thanks for the response! I'm mainly just trying to figure out how to easily remove the party upon entering the area and have them appear at waypoints. I've been studying how the single player campaign does that, but it also seems to involve a lot of extraneous stuff I don't need. The only reason a camp would be particularly useful is for a few flashback cutscenes that I would need to know the specific area for. I'm trying to avoid using binks. 
If I can't get that working I'll take your advice and just have the party picker available often. Thanks again!
If I can't get that working I'll take your advice and just have the party picker available often. Thanks again!





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