Aller au contenu

Photo

Module to Module Transition Within a Campaign


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
JonnieRS

JonnieRS
  • Members
  • 70 messages
I have a situation which I did not need to draw a world map however I need to break up the campaign into several modules to make everything fit.

What is the transition from one module to another if you are not using a world map?

#2
kamal_

kamal_
  • Members
  • 5 260 messages
Path of Evil uses module to module transitions via regular areas, you can just look at the "overland maps", which are regular maps.

#3
kevL

kevL
  • Members
  • 4 078 messages
description & function in 'ginc_companion'

Module Transitions:
ga_load_module()
When a module transition occurs, party members are automatically carried over.
Roster members not in the party are despawned and saved by the function SaveRosterLoadModule()
which is called by the script ga_load_module()

// Despawn non-party roster members and save module state before transitioning to a new module
// - sModuleName: Name of module to load
// - sWaypoint: Optional starting point for party
void SaveRosterLoadModule(string sModuleName, string sWaypoint = "")
{
  // Save non-party roster member states
  DespawnAllRosterMembers(TRUE);
  LoadNewModule(sModuleName, sWaypoint);
}


Note, this is already in default script, ga_load_mod ( not "ga_load_module" )


cf. script, 'ga_start_mod', contains

// Shut down the currently loaded module and start a new one (moving all
// currently-connected players to the starting point.
void StartNewModule(string sModuleName, string sWaypoint = "");


#4
JonnieRS

JonnieRS
  • Members
  • 70 messages
Kamal,

Is the script you were referring to:

void main()
{
LoadNewModule("poe_stronghold", "wp_warphome");
}

Was this script fired by a trigger on enter.

#5
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
There are a couple of generic scripts in the conversations of load module ( for one that you're returning to ) and start module for one you're about to start ( amazing ) just fill in the blanks.

If you want it from a transition put this on the on click bit.

#include "ginc_companion"
void main()
{
object oPC=GetClickingObject();
if(!GetIsPC(oPC))return;
SaveRosterLoadModule("name of module","waypoint tag");
}

I've used both methods a lot of times and they've never failed.

#6
JonnieRS

JonnieRS
  • Members
  • 70 messages
Kamal,

I used your Module transfer script and it worked but I was only testing it with one player. What about transferring a party? Will it still work.

#7
kamal_

kamal_
  • Members
  • 5 260 messages

JonnieRS wrote...

Kamal,

I used your Module transfer script and it worked but I was only testing it with one player. What about transferring a party? Will it still work.

It handles the pc and companions (max party size in Path of Evil is 6). I never tried it in multiplayer.

#8
JonnieRS

JonnieRS
  • Members
  • 70 messages
Kamal,

My max party size is 6 so that should not be a problem. I looked over your mod, Path of Evil, and I was very impressed. There was some ground-breaking stuff there. Unfortunately I cannot bring myself to play an evil character; I've tried in the past and it didn't work. I think this came from watching to many Lone Ranger TV episodes when I was very, very young.

JonnieR