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Direct Area Transition Script?


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#1
GeneralGhou

GeneralGhou
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 I need the player to area transtion to a new area directly after a conversation. I know it would probably be more ideal for the player to walk through a door, but I've run out of doorframes. Is there a script I can add to the end of the conversation to send the player off? Or can I put a transition door out of a doorframe and still have it work?

I'm a complete scripting noob, and my short run with some of the example scripts on the wiki only led to compiling errors galore. Some help would be appreciated. :wizard:

#2
Proleric

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Here's a script snippet. In a conversation, the player can agree to be a hostage. If so, at the end of the conversation, the action shifts to a cell in another area, by setting a plot flag:

case COC_OCCUPATION_IMPRISONED:
{
UT_DoAreaTransition("coc220ar_warkworth_castle", "coc220wp_jail");
break;
}

I hear what you're saying about scripting. If you want to have a go, modify the standard plot script to do what you want, based on the above. Post it here if you get compilation errors (or you can PM me).

Alternatively, you can put a transition door anywhere. They don't need to be in a doorframe.

They don't need to look like a door, either. The placeable Appearance property can be set to any of the "Area Transition, xxx" values.

The invisible appearances are especially useful, because you can turn anything into an area transition. For example, drop one over a wagon, with the name "Wagon ride into town". The wagon itself can be a prop or non-interactive.

You can also turn any placeable into an interactive area transition, either with a custom event script, or a custom appearance (both of which are easy to do).

Modifié par Proleric1, 13 juillet 2011 - 08:08 .