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Insanely ambitious; But is this possible?


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5 réponses à ce sujet

#1
HarmlessLittleGnome

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I'm wondering if it would be possible to set up five outdoor zones twice... five using the rural tile set, and five identical maps using the winter set... and have the game use the winter maps three months of the year, and the rural set nine months of the year.

Has anyone accomplished this? Is it even possible?

 


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#2
kalbaern

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There are a few versions of seasonal tilesets that you merely change the hak order of your module to change them over. Look for Worm's Seasonal tilesets as a start.

 

Conversely, you could script a destination using a custom script in the OnEnter event of adjoining transitions that changes destinations based on the time of year IG.



#3
Proleric

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If you use the scripted method, check that the features and groups used are the same in both tilesets (IIRC there are a few unique ones).

 

Static objects need to be duplicated in the toolset, obviously.

 

You also need to "move" any persistent objects which can be altered by gameplay.

 

For creatures, ActionJumpToLocation(new area, GetPosition, GetFacing) works fine. Alternatively, duplicate the creatures in the toolset, but I find that's more work.

 

Placeables and items can't move. The simplest approach is copy-and-destroy everything, remembering to copy inventory and variables in the process.


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#4
Shadooow

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For creatures, ActionJumpToLocation(new area, GetPosition, GetFacing) works fine. Alternatively, duplicate the creatures in the toolset, but I find that's more work.

 

Placeables and items can't move. The simplest approach is copy-and-destroy everything, remembering to copy inventory and variables in the process.

I got better trick. After you make winter area in tileset, you can use script to copy alle objects from area A to area B using same X a Y positiion. Then save game and then cut the winter area from saved game (openable in nwhak.exe) and replace it in main module.


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#5
Proleric

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Yes, you can do that.

 

The downside is that every change (in the toolset or in game) then has to be mirrored in the other area. Also, tag management is more complicated, because there are two instances of everything to maintain in parallel. That's why I personally find it quicker and easier to "move" everything from one area to the other as the need arises. It's actually a simple loop over all the objects in the area, with action selected by object type.


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#6
Fester Pot

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There is a script package that does seasons, with placeables spawning at waypoints for different trees, bushes, grass, etc., based on the season of spring, summer, fall and winter.

EDIT: Here it is. Daggerfall Seasons Changing Script!

http://neverwinterva...2869/index.html

FP!