Modifié par M. Rieder, 14 juillet 2011 - 12:53 .
(RESOLVED)How to "turn off" new area transitions and display a dialogue giving a reason the PC can't use it currently
Débuté par
M. Rieder
, juil. 14 2011 01:56
#1
Posté 14 juillet 2011 - 01:56
The New Area Transition trigger does not appear to have any scripts attached to it, so I'm not really sure how to get at the insides and do what I want. Basically I want to be able to turn off access to certain areas at certain times. I also want to have a brief dialogue explaining to the PC why the area is unavailable at the time.
#2
Posté 14 juillet 2011 - 02:01
Just attach your own scripts to a custom trigger.
#3
Posté 14 juillet 2011 - 02:35
Perhaps make the custom trigger bigger than the area transition, so the PC hits it first? Yeah, that sounds like it would work. Thanks.
#4
Posté 14 juillet 2011 - 03:53
There is a block trigger IIRC that jumps the PC back to a way point and fires a barkstring.
I use sign posts in town, from the convo that fires when you use the sign you can keep close control over where the PC can go at any given time.
PJ
I use sign posts in town, from the convo that fires when you use the sign you can keep close control over where the PC can go at any given time.
PJ
#5
Guest_Chaos Wielder_*
Posté 14 juillet 2011 - 04:03
Guest_Chaos Wielder_*
Cipher is right. You can attach your own scripts to the On Area Transition Click part of the trigger and roll from there.
#6
Posté 14 juillet 2011 - 11:51
I thought you couldn't, but you can do this with doors, too. The confusing thing is it's called the OnClicked event, which is a completely different thing for Placeables, but it's essentially the OnAreaTransitionClicked.
#7
Posté 14 juillet 2011 - 12:55
Here's what I did:
I used the new area transition trigger, but selected no transition for the transition type.
In the OnClick event, I put a script to start a conversation. In that conversation, there are two nodes. One is a single blank NPC node that has the script ga_jump_party_in_formation and it jumps to the next area. The other has a conversation. I use gc_local_int to determine which node fires. Works a treat. Thanks for the help.
I used the new area transition trigger, but selected no transition for the transition type.
In the OnClick event, I put a script to start a conversation. In that conversation, there are two nodes. One is a single blank NPC node that has the script ga_jump_party_in_formation and it jumps to the next area. The other has a conversation. I use gc_local_int to determine which node fires. Works a treat. Thanks for the help.
#8
Posté 14 juillet 2011 - 04:52
Don't forget the on-enter script! Some folks just like to walk into transitions.
You can also re-write the ga_jump_party script to work directly from the on-click or on-enter scripts, using a local string for the destination tag. A custom script like that can do things like enabling mapnotes, advancing time, or check for nearby hostiles.
You can also re-write the ga_jump_party script to work directly from the on-click or on-enter scripts, using a local string for the destination tag. A custom script like that can do things like enabling mapnotes, advancing time, or check for nearby hostiles.
#9
Posté 14 juillet 2011 - 05:33
Lugaid of the Red Stripes wrote...
Don't forget the on-enter script! Some folks just like to walk into transitions.
You can also re-write the ga_jump_party script to work directly from the on-click or on-enter scripts, using a local string for the destination tag. A custom script like that can do things like enabling mapnotes, advancing time, or check for nearby hostiles.
Ooooh thanks, Lugaid. Hadn't thought of that. Changing it now.





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