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Transition between modules


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#1
PJ156

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When I try to pass the party back to another module does it have to be to the start location of the module.

Is there a way to call a waypoint from another module.

PJ

#2
Claudius33

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 Yes, ga_load_mod takes a waypoint tag as second parameter.
Same for LoadNewModule if you do the transfer by script. You may have a look at the sm_travel_map script in Sarmates! campaign folder. There are samples of destination interceptions depending on journal's status. This script is fired through the world map.

#3
PJ156

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excellent,and thak you.

I was using ga_start_mod. I will fix that now :)

Thanks again

PJ

#4
andysks

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Hmm, I use the world map and I call SaveRosterLoadModule through the script. I think it's important to save your roster first, if you plan on using many companions that can be removed, despawn etc.

#5
PJ156

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That's an interesting thought. My companions cannot be removed but I had huge problems with companions in the last series. Perhaps I should have used that script then :(

Ah well, onwards and upwards.

PJ

#6
PJ156

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I've just seen that ga_load_mod uses the saverosterstartmod function.

Wish I had known about that before ....

#7
Claudius33

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 The most important point is to despawn all roster members that are not in the party. If you come back to a previous module, non despawned available roster members will retrieve their former stats and inventories if they were present in the former module.

You can despawn roster members not in party manually or let SaveRosterLoadModule do it for you.

In Sarmates! except for the packhorse (who never is in the party),  all companions are always in the party when moving from a module to another.  Up to the no return point at the campaign's end, the player can freely jump from one main location to another main one regardless of the module who contains it.

In 16 Cygni, they are despawned manually. I like to have control :lol:.

Modifié par Claudius33, 26 janvier 2014 - 10:26 .


#8
ColorsFade

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Claudius is right on on. The documentation I wrote for the companion system reiterates it: you have to despawn non-party roster members before you switch modules. This way their state is saved.

I wrote a separate script just to handle travel in my mod. There's a method in there that takes the module Tag and a waypoint Tag. So you can "arrive" anywhere you need to be in the target module. The script then does stuff like advance time or redirect to a different location if there is an ambush, etc.

Consolidating your travel into a single script makes it easy.

#9
Jackson Flynn

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ColorsFade, is there a link to the scripts in your mod?
Or, indeed, the mod itself...

I have no idea about scripting, and am only just refamiliarising myself with all the global scripts, having come back to modding after a few years out.
But my campaign offers a selection of companions, and several module transitions occur away from the world map.
I've been avoiding thinking about what problems this is going to cause companion wise when my gang need to climb down from the city to the sewers (new mod), as I used ga_load_mod on placeables' convo's for the transitions.