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Blocking out the map?


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3 réponses à ce sujet

#1
Earthbender

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Hi,
I am very new to scripting and module-making. For the module I'm currently working on, I created an area with a labyrinth. I want it to be extra-difficult by blocking out the map - either by making it so that you can't open it at all or that when you DO open it, it's blank - but only in the Labyrinth area. It seems like a pretty easy script, however I don't know how to do it. Any help would be gladly appreciated. Thanks!  Posted Image

#2
Lightfoot8

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Can not be done by script.

You may want to repost this on the CC board. You will basicly need to place Blank mini maps into a hak for the tile set you are using for tha eara.

#3
Lightfoot8

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Lightfoot8 wrote...

Can not be done by script.

You may want to repost this on the CC board. You will basicly need to place Blank mini maps into a hak for the tile set you are using for tha eara.


Since no one else seems to want to correct me Posted Image.  I guess I will have to correct myselfPosted Image.


Even though the CC method is the best way to go for hiding the map.  You can get a simi hide via scripting.  There is no way to fully stop the map from being shown.  You can however Clear what has been reviled  on a interval to where the PC will never have the compleate map reviled.   Here is an example of such a script.


void  HideArea()
{
  object oArea = GetArea(OBJECT_SELF);
  if (oArea != OBJECT_INVALID)
  {
    if( oArea == GetLocalObject( OBJECT_SELF,"oHide"))
      ExploreAreaForPlayer(oArea,OBJECT_SELF,FALSE);
    else return;
  }
  DelayCommand(6.0,HideArea());
}


void main()
{
  object oPC = GetEnteringObject();
  if (GetIsPC(oPC)&& !GetIsDM(oPC))
  {
    SetLocalObject(oPC,"oHide",OBJECT_SELF);
    AssignCommand(oPC,HideArea());
  }
}

Edit: the script would go into the OnEnter Event for the area.

Modifié par Lightfoot8, 16 juin 2012 - 06:15 .


#4
Earthbender

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ok thanks so much!