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Stand Alone Transition to Map(partially solved)


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777lewis777

777lewis777
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How do I get my area transition to go to the world map? I can get it to work on single player but not as a stand alone campaign.

(edit)well usind the demo module script I got my area transition to maps working. I used it as my main module script here is the script:

#include "events_h"
#include "global_objects_h"
#include "wrappers_h"
#include "log_h"
#include "utility_h"
void main()
{
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev); //extract event type from current event
    int nEventHandled = FALSE; //keep track of whether the event has been handled
    switch(nEventType)
    {
         case EVENT_TYPE_MODULE_START:
        {
            //This sets a particular world map as being the current "primary" map.
            //We only have one map in this module so we can set it once here and not
            //need to worry about keeping track of it later.
            object oMapId = GetObjectByTag("aod_map");// aod_map is your map name
            WR_SetWorldMapPrimary(oMapId);
            //start character generation.
            PreloadCharGen();
            StartCharGen(GetHero(),0);
            break;
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: The module loads from a save game. This event can fire more than
        //       once for a single module or game instance.
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_MODULE_LOAD:
        {
            break;
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: A player enters the module
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_ENTER:
        {
            object oCreature = GetEventCreator(ev);
            break;
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: the player clicks on a destination in the world map
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_WORLD_MAP_USED:
        {
            int nFrom = GetEventInteger(ev, 0); // travel start location
            int nTo = GetEventInteger(ev, 1); // travel target location
            break;
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: the player clicks on a destination in the world map
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_BEGIN_TRAVEL:
        {
            string sSource = GetEventString(ev, 0); //area tag source location
            string sTarget = GetEventString(ev, 1); // area tag target location
            string sWPOverride = GetEventString(ev, 2); // waypoint tag override
            //if you want to do any special-case code or random encounter handling, insert it here
            if (sSource != sTarget)
            {
                //store target area's tag to a local module variable
                SetLocalString(GetModule(), "WM_STORED_AREA", sTarget);
                //store target waypoint tag
                SetLocalString(GetModule(), "WM_STORED_WP", sWPOverride);
                //initiate the map's travelling animation. The engine will
                //send EVENT_TYPE_WORLDMAP_PRETRANSITION once it's started.
                WorldMapStartTravelling();
            }
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: the world map has begun its "travelling" animation
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_WORLDMAP_PRETRANSITION:
        {
            //retrieve the target area tag we stored in EVENT_TYPE_BEGIN_TRAVEL
            string sArea = GetLocalString(GetModule(), "WM_STORED_AREA");
            //retrieve the target waypoint tag
            string sWP = GetLocalString(GetModule(), "WM_STORED_WP");
            //execute the area transition to that target.
            UT_DoAreaTransition(sArea, sWP);
            break;
        }
        ////////////////////////////////////////////////////////////////////////
        // Sent by: The engine
        // When: the world map has been called for, either via an area transition
        //       or via the player's GUI button
        ////////////////////////////////////////////////////////////////////////
        case EVENT_TYPE_TRANSITION_TO_WORLD_MAP:
        {
            //The world map's GUI status determines whether the player can use
            //it for travel by clicking on destination map pins, or whether it
            //only displays as an informational image.
            SetWorldMapGuiStatus(WM_GUI_STATUS_USE);
            //Opens the map currently set as the primary map. See EVENT_TYPE_MODULE_START
            //for the code where we set which map this is.
            OpenPrimaryWorldMap();
            break;
        }
    }
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
    {
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
    }
}


Now I just need to get the map to come up when you push "n" I'm guessing that it has to do with my 2da files but hopefully this will help a few people.

Modifié par 777lewis777, 09 mars 2010 - 06:08 .