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Adding an area to the world map, and being able to travel to it?


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#26
eiham

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What's the tag for your area? (I'm assuming it's myhut)

What's the tag of your waypoint in your area?



The tag for your pin matters if you plan to use a trail with it.

#27
rahlcepx516

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Area file
Posted Image

World map file

Posted Image

I notice I am getting an error in the log. Not sure how to fix it.

Modifié par rahlcepx516, 18 novembre 2009 - 04:35 .


#28
avantoreon

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@rahlcepx516: There's no significance to maptut_pin beyond that it's a compact way to say "Map Tutorial Pin". I tried to prefix all of the objects I used in the map tutorial with "maptut".

If it's hanging on the loading, double check that you're pointing the pin at the right area (the area tag field). The tag of your area is viewable in that area's properties---for example, my tutorial area was called "maptutarea." While you're at it, make sure that you've got the same waypoint tag in the area and for the Waypoint Override field for the pin.

If you've done that, and it's still not working, maybe it's a problem with the area or something? Is it an area you've made, or a default one?

EDIT:
It looks like there's something wrong with your area file, but I'm not sure what.

Modifié par avantoreon, 18 novembre 2009 - 05:35 .


#29
rahlcepx516

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I will take a look at it today. I grabbed a premade area file "ost102d". On the Map>Area Map section, I have that blank. Does that need to be pointing to "wide_open_world"? For the most part I just copied everything I have seen in your photos minus the names.
My area is named myhut.are, and in the map>general>area tag, I have "myhut" listed as shown in my thumbnails. I went through and checked the script settings and made sure it extended, which it does, and redid the map file. No luck.
I do have a container and an item in its inventory in the area. Could an error with one of those be causing the hang?

Modifié par rahlcepx516, 18 novembre 2009 - 02:49 .


#30
avantoreon

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It's possible that there's a problem with the container---have you tried running it with just the area (with the container taken out)?

#31
rahlcepx516

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Must have been something with the container.  Works fine now =)

Now I need to work on getting back to the main map when I want to leave.  Not sure what I have to do with the waypoint.

Modifié par rahlcepx516, 18 novembre 2009 - 09:00 .


#32
eiham

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You have two options, do as in the tutorial where you enable clicking them map from anywhere in the area, or add a transition and set the destination to "world_map"

#33
rahlcepx516

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Thanks for the help and the tutorial!

Modifié par rahlcepx516, 18 novembre 2009 - 11:10 .


#34
avantoreon

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There's actually some trickery in getting the transition to take you to the world_map, I think you have to add some sort of event handling?

#35
rahlcepx516

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I just added world_map to the area transition door and it worked fine. You have to go into the variables and define the location.

#36
avantoreon

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@rahlcepx516: Thanks---I had world_map for PLC_AT_DEST_TAG instead of the PLC_AT_DEST_TAG_AREA

Modifié par avantoreon, 19 novembre 2009 - 01:43 .


#37
eiham

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Yep. If you write your own mod that doesn't extend the SP campaign you have to do the script yourself, but the SP campaign scripts handle it in this case.



I'm now trying to figure out how to add my own random encounters to the SP campaign, especially along my map trails.

#38
Kreugen

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Sigh, it's there but greyed out, not sure what I'm missing.

Just did the map and it worked, nevermind.

Modifié par Kreugen, 19 novembre 2009 - 05:06 .


#39
methosalibakkar

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when i return to my camp after traveling to my created area all the other people from the group are missing. it's like a script is overwritten. why's that?


#40
Commander TGK

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I did everything exactly like the tuts say but my map pin is grayed out, anyone know how to fix it?

#41
eiham

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@metho: I don't know. Don't have that issue here. Did you export without dependencies? It might have exported some plot flags which will screw with your main game.



@TGK: check the map pin properties and make sure it's default state is "Active"

#42
giskard44

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hwlreckles wrote...

when that file is opened up in the object inspector, under the name MAP_MAP_PARENT_RESREF
it has a blank value. You need to set that value as "wide_open_world"


Thanks hwlreckles, your tip helped.

After following the tutorial on the wiki my map icon was not working correctly but your tip helped fix it. It appears the above gets reset every time the map is checked in or out. So i had to keep resetting it.

#43
eiham

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Every time you export the map it has to be edited to add the parent entry. I'm trying to find a good way to get around this, but yeah, it's a pain.

EDIT: Once they release the SP campaign resources this won't be as big of a deal.

Modifié par eiham, 20 novembre 2009 - 03:09 .


#44
SilentCid

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Little confused on what I should put in Pin 1 Tag and Pin 2 Tag when creating a trail. Can someone explain this to me? That's the part I am stuck on the wiki.

#45
SilentCid

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Nevermind I seem to figured it out after playing around with it.

#46
avantoreon

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Yeah, the Pin 1 and Pin 2 tags are the tags for the starting and ending pins for the trail. IIRC, you'll want to have at least two versions for each trail---one going from a previous location on the campaign map to your new pin, and one going from your new pin back to that same previous location.



There's also a field that you set in the area itself so that you see the golden circle indicating where you are on the world map if you view the map from that area. You put the tag for your pin in that field.



(If you don't have any trails to or from your pin, then travel to that area doesn't have the blood trail---like going to the campsite)



I've got two questions about areas that aren't well-documented on the wiki yet:



* Has anyone looked into controlling the visibility of custom map pins through scripts?

* Does anyone know how to integrate a new area into the random encounter system? I might be wrong, but I think as it is right now, no random encounters can be triggered when you're traveling to your new location.


#47
cachx

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sorry for bringing this old post back up again (it's useful and many people should read it anyways :P).

I'm have made a new area and it's map pin as instructed here. But I want to achieve a effect similar to the party camp as in:

-> You travel instantly to the location

-> The map "remembers" where you were before.

The way it is right now you travel to the location, but there is an invisible trail and that causes a)An annoying load time, and B) The chance to trigger a random encounter.

So, any way to make it work like camp does? or, a way to turn off the random encounters when traveling to/from my map pin?




#48
Yalision

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This thread helped me solve my problem. For anyone else seeking help.