I've added a custom map to my stand-alone module. Everything from the wiki tutorial works great. I have my image, my 2das, scripts, etc. The map shows up fine in the toolset map editor and I've been able to put map pins in. I have area transitions to pull the world map up, and can succesfully move from waypoint to waypoint.
The only problem is that my map image is not showing up in game, and I get the Denerim map instead (with all my map pins on it - one is all the way in the right corner of the screen. There are two problems I can imagine: 1) my setmap script is in the wrong place (or is badly coded - but, again, my map pins are showing up and working), or 2) the image is somehow not readable to the game and it's defaulting to the secondary map.
1) I've put the command twice in the module script, because I wasn't sure which event setting the world map should be under. If these aren't the correct events, which are?
case EVENT_TYPE_MODULE_START:
{
//sets worldmap. Belongs here?
WR_SetWorldMapPrimary(GetObjectByTag("wh_map_avalon"));
// preloads resources needed for character generation
PreloadCharGen();
// initiates character generation
StartCharGen(GetHero(),0);
break;
}
case EVENT_TYPE_TRANSITION_TO_WORLD_MAP:
{
//sets worldmap. Belongs here?
WR_SetWorldMapPrimary(GetObjectByTag("wh_map_avalon"));
SetWorldMapGuiStatus(WM_GUI_STATUS_USE);
OpenPrimaryWorldMap();
break;
}
2) My map is fairly large, and I had hoped it would fill more of the screen than the main campaign maps (My first module is set in a fairly tight corner of Britain, but future chapters will go further afield, so I wanted to have the space). So, is the game not reading it because the image is too large?
Which leads me to a couple of other questions: How do you set the parameters for how the map fits on the screen? Can you set the size and shape of the world map GUI (in a script? GDA?)? I had a working map pin way out beyond the boders of the map image at the edge of the screen, so it would seem possible.





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