Building my first module... here's some initial questions I can't easily find answer for:
1) How do I make door transitions work?
I read Gilthonym's tutorial, but it doesn't work for me. I have ot be doing something wrong. I have an interior and exterior area. I have two doors (CHURCH_DOOR_EXTERIOR, CHURCH_DOOR_INTERIOR). I have them linked to each other (and both have the tag set correctly). However, when I click on the chuch door, it opens, but then clicking on the black space - nothing happens. Am I missing something?
2) How do I make a sign (like the kind out in front of a building) clickable and display text (like "Blacksmith")?
Thanks community. More questions sure to come...
How Do I? (multiple questions)
Débuté par
ColorsFade
, févr. 15 2013 05:04
#1
Posté 15 février 2013 - 05:04
#2
Posté 15 février 2013 - 05:24
You have Link Object Type set to 'Transition to a Door'? You click on the door to transition, rather than the black space. (I usually use a waypoint transition instead so that I can avoid having the party materialize right next to the door.)
For the sign... IIRC, Static needs to be off, Useable needs to be on, and it needs to have a Localized Name (and possibly a description). I usually set Default Action Preference to Examine. Just experiment a little--you'll get it.
For the sign... IIRC, Static needs to be off, Useable needs to be on, and it needs to have a Localized Name (and possibly a description). I usually set Default Action Preference to Examine. Just experiment a little--you'll get it.
Modifié par rjshae, 15 février 2013 - 05:27 .
#3
Posté 15 février 2013 - 05:36
rjshae wrote...
You have Link Object Type set to 'Transition to a Door'? You click on the door to transition, rather than the black space. (I usually use a waypoint transition instead so that I can avoid having the party materialize right next to the door.)
For the sign... IIRC, Static needs to be off, Useable needs to be on, and it needs to have a Localized Name (and possibly a description). I usually set Default Action Preference to Examine. Just experiment a little--you'll get it.
Transition to Door is on, yes. That's why I'm stumped.
#4
Posté 15 février 2013 - 05:49
Figured it out. My interior door evidently didn't stick. When I reloaded the Module and opened that Area, it wasn't there. Took me about 10 tries to get the door to place.
Thanks for the tip on the Area Transition - I used that for going out, and it was nice.
And the tip for the Sign worked!
Thanks for the tip on the Area Transition - I used that for going out, and it was nice.
And the tip for the Sign worked!
#5
Guest_Iveforgotmypassword_*
Posté 15 février 2013 - 07:25
Guest_Iveforgotmypassword_*
As rjshae said it's better to link it to a waypoint to stop people appearing by the door and it's probably quicker. Just put one waypoint ( found in the blueprints under waypoints ) outside and one inside with different tags eg. wp_drunkdragontaven_in and wp_drunkdragontavern_out. Then set the transition bit of the properties to a waypoint, copy and paste in the relevant tags, set it as a party transition.and that's it done.
With waypoints the way the arrow points is the way the party faces so they're also good for area transitions to make sure everyone sets off down the road the right way rather than going backwards and running out of map.
With waypoints the way the arrow points is the way the party faces so they're also good for area transitions to make sure everyone sets off down the road the right way rather than going backwards and running out of map.
#6
Posté 15 février 2013 - 07:53
Yeah, the area transitions are really nice. I found it particularly annoying when playing the official campaigns that I'd have to spend a few seconds time spinning my camera around so I could see the ground so I could click and move my party forward. I plan on making liberal use of the waypoints. It's easy enough.
#7
Posté 15 février 2013 - 08:06
I'm going to pitch my Silverwand Sample Campaign. It is a small campaign that I developed some time ago with the intent of including in it the kinds of things that new campaign developers would have questions about. So there are simple conversations, quests, items, areas, transitions, etc. It might be helpful to you as a simple to look at resource, as opposed to looking at the very busy NWN2 areas.
Happy building.
Regards
Happy building.
Regards
#8
Posté 15 février 2013 - 09:09
Thanks Kaldor!
I haven't even opened the official campaigns; didn't plan on it. I didn't want to get overwhelmed by the size of things. Your campaign sounds perfect for looking at. I'll give it a whirl.
I haven't even opened the official campaigns; didn't plan on it. I didn't want to get overwhelmed by the size of things. Your campaign sounds perfect for looking at. I'll give it a whirl.





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