I know that you can make visible the entire map of the area where a character has an entrance object in it, you can do the opposite? If a character reveals the whole map can receive an object in the inventory?
Map question
#1
Posté 14 juillet 2016 - 03:46
#2
Posté 14 juillet 2016 - 04:24
You can use the function ExploreAreaForPlayer() for both.
ExploreAreaForPlayer(oArea, oPC, True); // will reveal the whole map ExploreAreaForPlayer(oArea, oPC, False); // will hide the whole map
- Quevy aime ceci
#3
Posté 14 juillet 2016 - 04:48
#4
Posté 14 juillet 2016 - 05:07
No, not that I'm aware of. What I did to achieve the effect of knowing the PC had explored the entire area was create a system of waypoints in the area each with an area of effect on it. When the PC had entered X different AOEs on the map it was considered explored, where X is a function of area size and how you define completely. OnEnter of the Xth AOE you can do any extra scripting like giving your item. It's all automatic except placing the waypoints and defining X. You would probably not want to do such a thing for every area though. I use it for specific challenge areas (some dungeons, monster infested wildernesses etc). I had at one point thought about packaging it up as a release but that has not happened...
- Quevy aime ceci
#5
Posté 14 juillet 2016 - 05:28





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