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Need some help with Soz Overland Map and encounter pauses during conversation...


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#1
MasterMind420

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 Basically I need to know what controls pausing during conversations on overland map, i've tried everything cutscene wise, and also looked into WalkWayPoints too, not sure where to go from here. I want to make it so there is no pausing at all except by user input, like pausing the game, problem is everything I try relating to cutscenes and dialogs has absolutely no effect on this....Please anyone, need this info to get my project running...

#2
MokahTGS

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The overland map is a bear to work with. Conversations have properties just like anything else. There is a check box for "cutscene" which is what pauses dialogues. BUT, the OM has a tenancy to override normal behaviors as well, so your mileage may vary.

#3
MasterMind420

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Yah i'm slowly understanding that its a bear to work with, hmm ok so i've already done what your suggesting, i've tinkered with everything relating to cutscenes without any success on the overland map, however it does unpause other players and npcs while others are in dialog.it seems to be an unrelated function to the overland map. i've tweaked all the overland encounter conversations/dialog without any change in overland map. I also looked into WalkWayPoints, I read somewhere they pause when in dialog, although i've scoured every script file without finding a function that could be causing it. I definately appreciate the feedback. I also read somewhere that the overland encounter system, in older versions, used to run encounters and waypoints constantly even without any players on the overland map...not sure how true that is...Anyway's I appreciate the feedback, and will continue to rip my hair out trying to figure this one out. Hmm I wonder if it has something to do with a heartbeat function...

Modifié par MasterMind420, 23 février 2012 - 06:44 .


#4
MasterMind420

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wow 3 weeks and no one can help, lame....looks like i'm dumping another crap game and moving on to something else...

Modifié par MasterMind420, 15 mars 2012 - 03:36 .


#5
Dann-J

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The standard OM creature scripts have checks in them that pause their timer or stop them attacking if they detect the player is in conversation.

I'm working on an overland map at the moment, and it seems that if you want to use the standard SoZ scripts then you have to go the whole hog and set *everything* up as they did. The various aspects of OM functionality seem to depend on each other (the number of local variables getting set on various things is mind-boggling).

I decided on a simplified OM that doesn't have hostile encounters, so that in my module it acts more like a world map you can walk across. I've also activated the mode bar so that players can use search to improve their chances of finding hidden goodies.

Modifié par DannJ, 15 mars 2012 - 09:39 .


#6
Usheen

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I've always wondered why overland maps are very unpopular for PWs and this explains it.... I'm still going to give it a shot... :)