Hey, thanks for answering. I might be mistaken, but it sounds as if this is something you have done before and if so I sure hope you can help. I'll tell you what I have done, but first a quick question. It's my understanding that I could paint the trigger in the middle of my area or wherever, and if I pass through it, it will fire. The thing is I've never got a trigger to go off except by using a placeable with it, and having the trigger set to start a cutscene so I could verify the trigger actually worked. I'm not wanting the trigger to do a cutscene at this point, just trying to see if the trigger was working. So much for quick so here it is, is it enough to just paint the trigger on the area or should I try to put placeables in such as invisible transition doors?
As for the rest, here is what I have. First I have my two areas I created, both of which have been added to the area list for the area chosen. I did this by extracting the two master areas from the designerareas.erf master file, adding the two areas to them by creating new structures and added them as resref's under their resource name. Then I saved these two files in my override folder. The first area has a trigger within it, and the second area has the waypoint. The variables for the trigger has the dest tag of the waypoints tag, and the dest area tag has the created areas resource name. The script for the trigger is trigger_core at this point, I've tried adding things to it as well as just running it as trigger_core.
If it is of any help, I created a creature in the second area which isn't showing up either when I go there. I'm pretty much at my wits end on this; I've read everything on here on triggers, been all through the wiki, even been to youtube to see if someone has shown how to do this. Really hope you can give me some insight, thanks.
Edit: After reading more on the wiki, I'm thinking the problem is my module settings or a lack of script to load the new custom area. I'm not sure which to do as the wiki says this there are two kind of modules, standalone and non-standalone. If I'm understanding the standalone, I have to give it a starting area and waypoint in the module, as well as a script (this would explain why when I export it always says no starting area specified). I will have to start over and my start point will always be at the area's waypoint which is definitely not what I want to do. If it is an add-in, I have to leave the starting area and waypoint blank as well as the script. Then it says an extension needs at least one entry point that hooks into the main campaign, using a technique called PRCSCR.
After reading this, I'm of the belief what I am wanting or need it to be is a add-in or non-standalone. So is what I need a script to load the first starting area, which would be my entry point that hooked into the game. Or do I need multiple scripts for different areas and various other creations.
A couple more things, I noticed there are selectable variables for the module and areas. Should I leave these alone, or make adjustments and if I need to make adjustments what fields should I edit.
Sorry for the long post, it's a steep learning curve as I haven't done anything like this before and the wiki is kind of incomplete. Thanks.
Modifié par dncollins64, 01 mai 2012 - 03:20 .