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Minimap customization


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10 réponses à ce sujet

#1
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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As far as I know the mini-map is mostly hard-coded, but does any one know any way to alter what gets shown up there?  I'd really like to have friendly creatures pop up there as blue or grey dots.  I know party members and selected objects show up there, so there must be some way to get at it.  Is there a way via script to force the player to select something?

#2
kevL

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... looking at Lance's Fog of War AreaMap UI, it looks possible to overlay additional graphics!

but i doubt that something could be made interactive

#3
rjshae

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You can change the color of the map notes, but I'm not sure how to modify the creature dot colors.

Modifié par rjshae, 11 décembre 2013 - 08:45 .


#4
kevL

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i suspect it's in this (hardcoded UI) function:

UIPane_OnUpdate_UpdateMiniMap()

#5
Dann-J

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That's a pity. It'd be great if certain quest-related monsters or NPCs could show up on the minimap with a map pin that moved around as they wandered. It'd certainly make finding individuals in crowded cities easier.

#6
kevL

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yeh it would be

I wouldn't be surprised if it *can* be done, by overlaying a dot-graphic that's continuously updated by the vector of an NPC in an area

#7
kevL

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but thinking of the Fog of War, it seems to require covering the minimap with dots, then switching them from visible to invisible, with only one visible at a time, as the NPC moves.




or heck, here's a thought: just have a mapnote that deletes and respawns itself wherever the NPC is, onHB

Modifié par kevL, 11 décembre 2013 - 10:40 .


#8
Dann-J

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I wonder whether mapnotes spawned after the area has loaded show up on the minimap though? Inactive mapnotes certainly show up when you activate them, but they tend to be placed in the area in the toolset, so they already exist (even if hidden) when the area loads.

Some experimentation would seem to be in order.

#9
kevL

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def.

#10
Lugaid of the Red Stripes

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I got a bit of a solution. I just used the AddHenchman function to add the NPCs to my PC's party. Without the proper scripts set up, they don't really act like companions, except that left doesn't default to starting a conversation. They show up as blue arrows on the minimap, and their portraits on the right edge of the screen. I assume they're also now part of the PC faction, but I didn't check.

Wherever that AddHenchman function is actually located, I bet it does several different things, from changing the faction to setting whatever little flag that handles the minimap.

Note that when I scripthide the NPCs, their minimap arrows disappear as well.

I'm just guessing, but it could be that the minimap is using the faction to determine whether to display a creature on the minimap, and which icon to use. If you can hack an NPC into being part of the player faction, then she'll show up on the minimap.

Likewise, for tracking down NPCs, you could rig up a "faux-hostile" faction that while technically hostile to the PC, has a plot-flag set, never attacks or counterattacks, and switches factions and begins a conversation when the PC gets close.

#11
Dann-J

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So much for the create/destroy mapnote solution. The mapnote on the mini map or area map refuses to update dynamically. You have to leave the area and return (or reload a saved game) for the mapnote location to update. Otherwise it stays in its first position, regardless of how may times it gets destroyed and recreated elsewhere.

I also tried spawning them in from a blueprint with the mapnote off and turning them on via script, then turning them off again before destroying and recreating them. That didn't work either.

It looks like Lugaid's method is the only reliable one (short of getting hold of the source code and modifying it).