First of all I used Sunjammer's tutorial to constuct my world map. I can use the world Map from NX1 as well as all the symbols for locations.
I tried to copy exactly what Sunjammer suggest in his tutorial.
I have encountered several problems which I have tried solve to no avail thus far:
While the World map and locations look fine in the editor, when I bring it up at the first world map transition in the game it shows the first location on right with a button, but does not show any locations (there should be two at this point) on the map itself. So there is nowhere to go. I use gc_true() for the first location and make the secondlocation visible after a conversation in the game. For some reason no matter what I do I can't activate that second llocation and I cannot figure out why no location symbols do not show up on the map.
Is Sunjammer's tutorial still accurate? I use all of his scripts and have tried to keep this as simple as possible. The graphics are fine because they are the same ones from NX1. I know people have gone thru this before.
I downloaded a tutorial for newbs also, which seems to be more recent, but I have not used it.
World Map not working
Débuté par
JonnieR
, oct. 03 2012 09:03
#1
Posté 03 octobre 2012 - 09:03
#2
Posté 03 octobre 2012 - 09:49
Hi JonnieR,
Make sure your icons can appear OK by making the conditional map icon script always return TRUE for the time being. This way you can see if it is an icon/GUI fault or a script fault.
I vaguely recall an issue with the icons not appearing if they are not set to a certain size ... and I thought I recall saying something like that in a post. I will see if I can find anything more, in the meanwhile, try what I say.
Cheers.
Lance.
POINT 5 of Sunjammer's Tutorial may be relevant here:-
5. A Map Point is visible in the World Map Editor and in the destination list in game but it is not visible on the map in game.
Check the Height and Width properties. One or both may still be using the default value of 0. These properties must be manually set to the correct value for the Map Point Image (normally 32x32 pixels).
Hope that answers it.
EDIT: Although, for some reason I have made my own icons only 16 x 16 ... so maybe there was an issue with the sizes. Let me know if you get it working.
Make sure your icons can appear OK by making the conditional map icon script always return TRUE for the time being. This way you can see if it is an icon/GUI fault or a script fault.
I vaguely recall an issue with the icons not appearing if they are not set to a certain size ... and I thought I recall saying something like that in a post. I will see if I can find anything more, in the meanwhile, try what I say.
Cheers.
Lance.
POINT 5 of Sunjammer's Tutorial may be relevant here:-
5. A Map Point is visible in the World Map Editor and in the destination list in game but it is not visible on the map in game.
Check the Height and Width properties. One or both may still be using the default value of 0. These properties must be manually set to the correct value for the Map Point Image (normally 32x32 pixels).
Hope that answers it.
EDIT: Although, for some reason I have made my own icons only 16 x 16 ... so maybe there was an issue with the sizes. Let me know if you get it working.
Modifié par Lance Botelle, 03 octobre 2012 - 10:07 .
#3
Posté 03 octobre 2012 - 11:19
Progress report
Lance,
I had set the height but not the width of the village and city icons. I reset the width to 32 also. Now the first location shows up on the World map as button to the right and an icon.
The second problem which is the 2nd loc not showing up has not been solved. I used a conditional script in a conversation to test if the icon IS NOT showing then an action script to show the icon and another script to give the players some gold. The players get the gold so the conditional is firing correctly but the show icon script is apparently not working. I am using the following script:
// sj_a_map_point_show
// - sMapPoint: name (tag) of the Map Point to check
// Sets sMapPoint's state so it will be shown next time the World Map containing it is opened.
//--------------------------------------------------------------------------------------------------
/*
Conversation/GUI Action event script for the World Map Demo Starter Script Set to set the Map
Point's visible state to TRUE. This will cause the Map Point to be shown the next time the
World Map containing it is opened.
*/
//--------------------------------------------------------------------------------------------------
/*
22 Jan 2007 – Sunjammer
- created
*/
//--------------------------------------------------------------------------------------------------
void main(string sMapPoint)
{
SetGlobalInt(sMapPoint + "_visible", TRUE);
}
I just reset the on Module load properties to another script sj_mod_worl_map_Id
So I will report back
Lance,
I had set the height but not the width of the village and city icons. I reset the width to 32 also. Now the first location shows up on the World map as button to the right and an icon.
The second problem which is the 2nd loc not showing up has not been solved. I used a conditional script in a conversation to test if the icon IS NOT showing then an action script to show the icon and another script to give the players some gold. The players get the gold so the conditional is firing correctly but the show icon script is apparently not working. I am using the following script:
// sj_a_map_point_show
// - sMapPoint: name (tag) of the Map Point to check
// Sets sMapPoint's state so it will be shown next time the World Map containing it is opened.
//--------------------------------------------------------------------------------------------------
/*
Conversation/GUI Action event script for the World Map Demo Starter Script Set to set the Map
Point's visible state to TRUE. This will cause the Map Point to be shown the next time the
World Map containing it is opened.
*/
//--------------------------------------------------------------------------------------------------
/*
22 Jan 2007 – Sunjammer
- created
*/
//--------------------------------------------------------------------------------------------------
void main(string sMapPoint)
{
SetGlobalInt(sMapPoint + "_visible", TRUE);
}
I just reset the on Module load properties to another script sj_mod_worl_map_Id
So I will report back
#4
Posté 04 octobre 2012 - 01:15
Hi JonnieR,
The advantage of setting the map's conditional script to be TRUE irrespective of any other global variables being set elsewhere, is that you can then tell if the icon is failing or whether it is the global not set up quite right. Do you see what I mean?
If you set the map's icon conditional script to simply return TRUE for any and all icons you want to appear on the map, then they should appear. If they still do not appear, then there is an issue with the icon (most likely) and if they do appear, then there is something wrong with global relating to the line above: SetGlobalInt(sMapPoint + "_visible", TRUE);
For instance, it may be something a simple as an extra space or an upper case instead of a lower case letter.
Do keep me updated.
Lance.
The advantage of setting the map's conditional script to be TRUE irrespective of any other global variables being set elsewhere, is that you can then tell if the icon is failing or whether it is the global not set up quite right. Do you see what I mean?
If you set the map's icon conditional script to simply return TRUE for any and all icons you want to appear on the map, then they should appear. If they still do not appear, then there is an issue with the icon (most likely) and if they do appear, then there is something wrong with global relating to the line above: SetGlobalInt(sMapPoint + "_visible", TRUE);
For instance, it may be something a simple as an extra space or an upper case instead of a lower case letter.
Do keep me updated.
Lance.
#5
Posté 05 octobre 2012 - 05:32
Lance,
New Report
I believe I have corrected all the typos (if I could type I would complete these mods much more quickly). The first location appears as it should and the other locations (I have two others so far) still do not appear. There are no conditional on displaying the icons now, they are all set to true.However, I have a theory, so a little background on the Campaign.
I am making every town, etc. a separate module and then relating them to the Campaign. This is the first time I have ever had multiple mods in the same campaign. This is an long and intricate adventure in the style of the old Gold box games and I never would have able to fit this into a single modules, in fact I will end up with 15 mods in the campaign.
Perhaps the added mods are not properly related to the campaign. All I did was find the file of the mod I wanted add in the Campaign editor and hit the realtionship button above and saved the campaign. Then I resaved the mod in the toolset. Exited the toolset. However I have noticed that I cannot see the campaign characters or scripts, etc. in the related mod. So I don't think the 2nd and 3rd mods are not related correctly in the campaign.
I asked this question on the forums once before just out of curiousity, but did not get a definite reply. Any suggestios?
New Report
I believe I have corrected all the typos (if I could type I would complete these mods much more quickly). The first location appears as it should and the other locations (I have two others so far) still do not appear. There are no conditional on displaying the icons now, they are all set to true.However, I have a theory, so a little background on the Campaign.
I am making every town, etc. a separate module and then relating them to the Campaign. This is the first time I have ever had multiple mods in the same campaign. This is an long and intricate adventure in the style of the old Gold box games and I never would have able to fit this into a single modules, in fact I will end up with 15 mods in the campaign.
Perhaps the added mods are not properly related to the campaign. All I did was find the file of the mod I wanted add in the Campaign editor and hit the realtionship button above and saved the campaign. Then I resaved the mod in the toolset. Exited the toolset. However I have noticed that I cannot see the campaign characters or scripts, etc. in the related mod. So I don't think the 2nd and 3rd mods are not related correctly in the campaign.
I asked this question on the forums once before just out of curiousity, but did not get a definite reply. Any suggestios?
#6
Posté 05 octobre 2012 - 06:07
Lance,
I went back and related all the mods again and now campaign items, scripts, etc. show up in each mod. Still, all I see is 1st loc and not the other two. I will keep on digging.
I went back and related all the mods again and now campaign items, scripts, etc. show up in each mod. Still, all I see is 1st loc and not the other two. I will keep on digging.
#7
Posté 05 octobre 2012 - 06:37
Have you saved the worldmap again, after you have correctly linked the modules to your campaign?
I assume you have put gc_true as conditional scripts and put the relevant images for the locations in your campaign folder.
I assume you have put gc_true as conditional scripts and put the relevant images for the locations in your campaign folder.
#8
Posté 05 octobre 2012 - 08:13
With regard to the images I am using the ones that came with the original NWN2 campaign. The gc_true statements may have a string that is causing trouble, I will let yu know as soon as I test it.
#9
Posté 05 octobre 2012 - 08:46
Lance,
I noticed on the action script "sj_a_map_point_travel" it asks for two parameters "smodule", the name of the module and starget, the way point of the target. In one case the module name started with a capital letter and I had input it as lower case. Would that make a difference?
I noticed on the action script "sj_a_map_point_travel" it asks for two parameters "smodule", the name of the module and starget, the way point of the target. In one case the module name started with a capital letter and I had input it as lower case. Would that make a difference?
#10
Posté 05 octobre 2012 - 09:14
I think it is case insensitive. However I always strictly respect the case.
A problem in the script would mean you couldn't travel, but would have seen the locations.
Have you copied the OC images into your specific campaign folder?
A problem in the script would mean you couldn't travel, but would have seen the locations.
Have you copied the OC images into your specific campaign folder?
Modifié par Claudius33, 05 octobre 2012 - 09:16 .
#11
Posté 05 octobre 2012 - 10:26
I agree with you about case I always try to be consistent, just in case
All of the OC images the campaign folder. Remember the symbol and name for the first loc appears on the map, the 2nd loc uses the exact same symbols as the 1st loc. It seems to me that either the World map is not finding the other module or there is a problem with the loc of 2nd mod. I will check and let you know
All of the OC images the campaign folder. Remember the symbol and name for the first loc appears on the map, the 2nd loc uses the exact same symbols as the 1st loc. It seems to me that either the World map is not finding the other module or there is a problem with the loc of 2nd mod. I will check and let you know
#12
Posté 05 octobre 2012 - 11:01
Hi JonnieR,
Sorry about the late reply ... As mentioned above, recognising the case is important (just to be safe). Working with a campaign is slighty more involved, but is manageable, as that is how I am running mine. (Your project sounds huge ... al the best with that by the way.
)
Is there any way you can upload a minimal copy of your module with map and icons that you need to test? Sometimes, it is easier to get stuck in than try to explain online.
Also, try something like changing the icon that is meant to open.
It may also be better to make sure your map works in one module before moving/changing it to work in a campaign.
As I say, if you are able to upload some of the work so that it can be looked at more closely, that may be the next best step.
I'm off to bed now, so will be a while before response. Keep me updated though.
Cheers.
Lance.
Sorry about the late reply ... As mentioned above, recognising the case is important (just to be safe). Working with a campaign is slighty more involved, but is manageable, as that is how I am running mine. (Your project sounds huge ... al the best with that by the way.
Is there any way you can upload a minimal copy of your module with map and icons that you need to test? Sometimes, it is easier to get stuck in than try to explain online.
Also, try something like changing the icon that is meant to open.
It may also be better to make sure your map works in one module before moving/changing it to work in a campaign.
As I say, if you are able to upload some of the work so that it can be looked at more closely, that may be the next best step.
I'm off to bed now, so will be a while before response. Keep me updated though.
Cheers.
Lance.
#13
Posté 05 octobre 2012 - 11:49
Lance,
Sleep tight, the problem is solved. When I made the 1st location true I just used the conditional script gc-true. It printed out gc-true(). When I set the 2nd and 3rd locations to true I used the same script but it had a refresh button, while I did not type anything into the refresh box the script printed out gc-true(""). This was last thing I tried because ("") seemed the same (), but apparently was not. I had to double click on the script (remember this is in the map editor) and then press the X key to get gc_true(). All of the locations show and I can travel to all of them. Hooray.
When you have tried all the logical or reasonable alternatives you must begin trying the illogical or unreasonable alternatives.
I can resume work on the modules populating the enounters, writing the convos, etc. Yea
I still have to get the conditionals working for the buttons work starting with the 3rd loc. The Player should not see the 3rd loc before they complete a critical task in the 2nd loc and so on. This is not an open-ended campaign, while there are side quests which the player can complete or not, the main quest is actually part adventure and part mystery solving and you cannot solve a mystery without gathering clues. Thanks for your help. I will keep ypou apprised of the progress if you are interested.
Sleep tight, the problem is solved. When I made the 1st location true I just used the conditional script gc-true. It printed out gc-true(). When I set the 2nd and 3rd locations to true I used the same script but it had a refresh button, while I did not type anything into the refresh box the script printed out gc-true(""). This was last thing I tried because ("") seemed the same (), but apparently was not. I had to double click on the script (remember this is in the map editor) and then press the X key to get gc_true(). All of the locations show and I can travel to all of them. Hooray.
When you have tried all the logical or reasonable alternatives you must begin trying the illogical or unreasonable alternatives.
I can resume work on the modules populating the enounters, writing the convos, etc. Yea
I still have to get the conditionals working for the buttons work starting with the 3rd loc. The Player should not see the 3rd loc before they complete a critical task in the 2nd loc and so on. This is not an open-ended campaign, while there are side quests which the player can complete or not, the main quest is actually part adventure and part mystery solving and you cannot solve a mystery without gathering clues. Thanks for your help. I will keep ypou apprised of the progress if you are interested.
#14
Posté 06 octobre 2012 - 11:13
Hi JonnieR,
Great!
It's always good to hear of others work in the field, so I am interested to hear how things are progressing. I don't get to visit here as often as I used to, but I will keep my eyes open for your posts.
You can always reach me via my blog ... link in signature below. You can also read about my campaign and its building there too. I have some posts about the world map and others that may interest you. (It has a search box to search for posts if you want to.)
All the best,
Lance.
Great!
It's always good to hear of others work in the field, so I am interested to hear how things are progressing. I don't get to visit here as often as I used to, but I will keep my eyes open for your posts.
You can always reach me via my blog ... link in signature below. You can also read about my campaign and its building there too. I have some posts about the world map and others that may interest you. (It has a search box to search for posts if you want to.)
All the best,
Lance.
#15
Posté 09 octobre 2012 - 12:54
Lance,
What do you use for module testing?
What do you use for module testing?
#16
Posté 09 octobre 2012 - 10:06
Hi Jonnie,
I originally started to work on 3 modules, so I have two other modules that I can test link to. All you need to do is create one area for another module (nothing in it or anything) and call it by a different name and then try linking to it. Don't forget that you will need to place a waypoint in the area of the new module that you wish to jump to.
Let me know how you get on.
Lance.
I originally started to work on 3 modules, so I have two other modules that I can test link to. All you need to do is create one area for another module (nothing in it or anything) and call it by a different name and then try linking to it. Don't forget that you will need to place a waypoint in the area of the new module that you wish to jump to.
Let me know how you get on.
Lance.
#17
Posté 10 octobre 2012 - 11:37
Lance,
In my campaign I allow the player(s) to create 4 pc's. Then I allow them to level up to about 3rd level. The players can augment the party by allowing 2 other companions to join the party in one of the local taverns. Although I created all 3rd level companions they revert back to 1st level when they join the party. Its is difficult to to keep the new companions alive at 1st level. Is there a way to keep their level at the preset level (3rd in this case)?
In my campaign I allow the player(s) to create 4 pc's. Then I allow them to level up to about 3rd level. The players can augment the party by allowing 2 other companions to join the party in one of the local taverns. Although I created all 3rd level companions they revert back to 1st level when they join the party. Its is difficult to to keep the new companions alive at 1st level. Is there a way to keep their level at the preset level (3rd in this case)?
#18
Posté 11 octobre 2012 - 03:43
look at the ga_* scripts, there is one that is called ga_reset_level - it is a part of several tutorials - if you used that script, you may want to analyse what it does, and if it does what you want.
#19
Posté 11 octobre 2012 - 03:49
for spawning pre-made companions i went straight for my own script that fires on_enter for the module, with conditionals that prevent the script firing every time, like
if(GetXP(oComp) >= yourbaseamount) return;
if(GetXP(oComp) >= yourbaseamount) return;
Modifié par Morbane, 11 octobre 2012 - 03:50 .
#20
Posté 11 octobre 2012 - 11:19
Hi Jonnie,
I just realised that I may have not read your last question properly .... I thought you were referring to the companions resetting their level when joining a new module. So, what I write at the bottom of this post is for that. I will reread your question and edit this post in a minute if need be. ...
OK, I,m back ...
However, I am not sure I can replicate your problem (by default). The only way you can (as far as I can see), revert them back to zero level is if you code it to do so, like I have for my module. You have to use (or you may be using somewhere) the function ResetCreatureLevelForXP. This function may be being called from your add companion script, which will reset their level to zero. If you find and comment out that function, then the created PCs should come in at whatever level they were created at ... and stay that level when asked to join. The function may be being called in one of your scripts you are using when asking them to join the party.
Lance.
NEW MODULE ANSWER (MAY NOT BE RELEVANT):
The function LoadNewModule(sModule, sDestination); should transfer your PCs to the new module keeping all the variables and PC stats as they were when they left the module. (Except for spell states amd heartbeat related scripts I believe.)
What function are you using to move them from one module to another?
EDIT: DO NOT USE the StartNewModule function, as that does not save out the state.
Lance.
I just realised that I may have not read your last question properly .... I thought you were referring to the companions resetting their level when joining a new module. So, what I write at the bottom of this post is for that. I will reread your question and edit this post in a minute if need be. ...
OK, I,m back ...
However, I am not sure I can replicate your problem (by default). The only way you can (as far as I can see), revert them back to zero level is if you code it to do so, like I have for my module. You have to use (or you may be using somewhere) the function ResetCreatureLevelForXP. This function may be being called from your add companion script, which will reset their level to zero. If you find and comment out that function, then the created PCs should come in at whatever level they were created at ... and stay that level when asked to join. The function may be being called in one of your scripts you are using when asking them to join the party.
Lance.
NEW MODULE ANSWER (MAY NOT BE RELEVANT):
The function LoadNewModule(sModule, sDestination); should transfer your PCs to the new module keeping all the variables and PC stats as they were when they left the module. (Except for spell states amd heartbeat related scripts I believe.)
What function are you using to move them from one module to another?
EDIT: DO NOT USE the StartNewModule function, as that does not save out the state.
Lance.
Modifié par Lance Botelle, 11 octobre 2012 - 11:35 .
#21
Posté 11 octobre 2012 - 07:06
A while back I developed the Silverwand Sample Campaign to help modders trying to develop campaigns with the basic things a campaign requires. This includes a functioning World Map, the ability to add companions, quests, conversations, townspeople, shopkeepers, journals, etc. It was developed before MotB and SoZ so it is lacking in some features added in those games (no Overland Map, SoZ style crafting, or player created companions), but the basics are still the same. It is a short playable campaign that has two modules. You might benefit from downloading it and taking a look at it. Sometimes looking at something that works is a pretty fast way to learn.
Regards
Regards
#22
Posté 12 octobre 2012 - 05:08
Lance, Kaldor and Morbane,
The campaign starts with the Kaldor's player character creator scripts which create a placeable registry to create 3 other players, for a total of four. I then have them level up by giving them each 3000xp which gets the PCs to an average of about 3rd level. This works fine.
In order to balance and fill-out the party I also allow them to have two other companions join them. I use the standard companion scripts including ga_reset_level which sounds like it should work, but instead of bringing them to level 0 and then leveling the new companions to 3rd level they end up at 1st level. I am going to try an alternate script which is similar but allows you to specify a certain amount of XP to add, in this case 3000xp. This looks like it should work. I will let you know. The companions work fine except they are 1st level and they need to 3rd Level. I always seem to spend alot of time balancing the mod/campaign. If I use the curent party (4 3rd level PCs and 2 1st level PC) they have no chance on the 1st real encounter (I think my created swamp adder and giant spiders are too tough) and the party is no up to full strength.
BTW my map is working great, I have completed module 1, module 2 is about 50% done and module 3 is about 5% done.
I am using the world map to travel to a new town (module). I will download you sample campaign Kaldor, thanks. And thanks to everyone for you help thus far.
The campaign starts with the Kaldor's player character creator scripts which create a placeable registry to create 3 other players, for a total of four. I then have them level up by giving them each 3000xp which gets the PCs to an average of about 3rd level. This works fine.
In order to balance and fill-out the party I also allow them to have two other companions join them. I use the standard companion scripts including ga_reset_level which sounds like it should work, but instead of bringing them to level 0 and then leveling the new companions to 3rd level they end up at 1st level. I am going to try an alternate script which is similar but allows you to specify a certain amount of XP to add, in this case 3000xp. This looks like it should work. I will let you know. The companions work fine except they are 1st level and they need to 3rd Level. I always seem to spend alot of time balancing the mod/campaign. If I use the curent party (4 3rd level PCs and 2 1st level PC) they have no chance on the 1st real encounter (I think my created swamp adder and giant spiders are too tough) and the party is no up to full strength.
BTW my map is working great, I have completed module 1, module 2 is about 50% done and module 3 is about 5% done.
I am using the world map to travel to a new town (module). I will download you sample campaign Kaldor, thanks. And thanks to everyone for you help thus far.
#23
Posté 12 octobre 2012 - 05:41
Hi Jonnie,
I can't find the script you are referring to, so I cannot say what is in it nor what it is supposed to do.
I would take a guess that it may have that function I mentioned in it. (Any chance of posting it to take a look at it?)
Good to hear you are doing well. I started my 3 module campaign about 5 years ago and am only now getting close to finishing module 1. The other two are around 10% each probably.
Thanks,
Lance.
I can't find the script you are referring to, so I cannot say what is in it nor what it is supposed to do.
Good to hear you are doing well. I started my 3 module campaign about 5 years ago and am only now getting close to finishing module 1. The other two are around 10% each probably.
Thanks,
Lance.
#24
Posté 12 octobre 2012 - 05:59
I changed all the potential companions level reset scripts to ga_reset_level_xp and they worked perfectly.
#25
Posté 12 octobre 2012 - 07:53
Hi Jonnie,
That's good to hear ... I reckon that other script had the reset function in it set at zero.
Lance.
That's good to hear ... I reckon that other script had the reset function in it set at zero.
Lance.





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