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Seamhainn
01-12-2008, 05:03 AM
Hello!

I am restoring the third Vulkar Base level, and am working on the map right now.

I looked up the existing waypoints for the map entries. All the existing ones are pretty much useless for the map.

My question is, what do waypoints do?

What effects have added waypoints to the game / gameplay?

Can I add waypoints without much thought?

Thanks and take care

DarthJebus05
01-12-2008, 05:32 AM
Waypoints are basically a script telling the NPC to walk to this place.

stoffe
01-12-2008, 07:59 AM
I looked up the existing waypoints for the map entries. All the existing ones are pretty much useless for the map.

My question is, what do waypoints do?


Normal waypoints on their own do not do anything. They are just objects that mark a position in the area that can be accessed via their tag. The waypoints can then be used from a script to get those positions. They are typically used to mark out locations NPCs should stand at or walk to in cutscenes, mark patrol routes for NPCs walking around or to mark locations where objects or creatures should be spawned.

The advantage of using waypoints instead of coordinates directly, aside from just having to keep track of a tag instead of a bunch of numbers, is that you can make generic scripts that work in any area where a waypoint with the proper tag is located, regardless of its actual position. The generic "leave area" scripts for example move a character to a waypoint with the tag SW_EXIT before destroying them.

There is a special variant of waypoints that do have a purpose on their own (these have the HasMapNote and MapNoteEnabled fields set to 1 in the GIT file). Map Marker waypoints are placed at locations within the area you want to draw the player's attention to, and the text associated with them (in the MapNote field in the GIT file) is displayed on the area map as a point of interest.

Seamhainn
01-12-2008, 08:28 AM
Thanks!

Just for curiosities sake. I know what the waypoints in the .git file are for. But what do Blueprint, Waypoints in the rim file do?

Take care

Marius Fett
01-12-2008, 08:47 AM
The Blueprint files in a .RIM are the files used in that module.

Blueprint, Character
Blueprint, Items

All the blueprints in a .ROM are the ones from that module.

Seamhainn
01-12-2008, 09:19 AM
@DarthDingDong: I don't get that, sorry. There are more waypoints in the .git file then in the Blueprint, Waypoint list. Thats what confuses me. Maybe you or stoffe can enlighten me...

Nevertheless I am done with the map. The only problem to solve for me is why the main panel doesn't work for me.

Thanks and take care

Marius Fett
01-12-2008, 09:36 AM
Maybe some of them got deleted?

I'm no expert though, i'd ask stoffe...

She'd know.

Then again what doesnt stoffe know about modding? :lol:

stoffe
01-12-2008, 04:28 PM
Just for curiosities sake. I know what the waypoints in the .git file are for. But what do Blueprint, Waypoints in the rim file do?


The UTW files are templates for pre-defined waypoint types. The GIT data is created from those when you place a waypoint in the area in the toolset. (Since we don't have access to the toolset for Kotor modding though they aren't much use, unless KotorTool's module editor uses them as well.)

The UTW files are linked to by the TemplateResRef field in the WaypointList in the GIT file, but I don't think the game itself uses it for anything since all the data from the template copied to the instance in the GIT file when the waypoint is placed.

Darth InSidious
01-13-2008, 10:12 AM
A waypoint basically acts as an invisible marker. You can use them to spawn things at a specific location, or to move your character to a specific location when loading a module, or to have someone walk to a specific location, or even as a map note, depending on how you configure them. :)