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04-05-2012, 07:47 PM
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#1
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,152
Current Game: Fallout: New Vegas
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Two Module Map Questions
So as the title suggests I have two questions about maps in modules.
1. What file do I edit in order to set whether the map for the module is completely revealed or not?
2. How do I set up and create Map Notes? I've attempted this before but for some reason they didn't show up.
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04-05-2012, 08:27 PM
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#2
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Mod Longer, Forum Less
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,700
Current Game: Mechwarrior II: Mercenaries
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The map notes are actually waypoints. You can set them up with the UTW files.
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04-05-2012, 08:42 PM
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#3
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Senior Member
Join Date: Feb 2008
Location: Look to your left.
Posts: 1,564
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I don't think there's an option to reveal the map automatically, but there's a simple script function - RevealMap() - that you can put in the module's OnEnter script. You can also put in coordinates and a radius to reveal only a specific region. Here's the source code:
Code:
// 515: RevealMap
// Reveals the map at the given WORLD point 'vPoint' with a MAP Grid Radius 'nRadius'
// If this function is called with no parameters it will reveal the entire map.
// (NOTE: if this function is called with a valid point but a default radius, ie. 'nRadius' of -1
// then the entire map will be revealed)
void RevealMap(vector vPoint=[0.0,0.0,0.0],int nRadius=-1);
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04-05-2012, 08:51 PM
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#4
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,152
Current Game: Fallout: New Vegas
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@JC But for some reason when I load up a module that module already has its map revealed, is there a way to make it un-revelaed?
@SS Okay, I'll play around with it and get back on it.
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04-05-2012, 08:58 PM
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#5
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Senior Member
Join Date: Feb 2008
Location: Look to your left.
Posts: 1,564
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Hmm. Maybe the OnEnter script already reveals the map. Try removing it from the ARE file and see if that fixes it - and make sure you load from before you've ever been there.
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04-05-2012, 11:21 PM
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#6
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Gentleman Modder
Join Date: Feb 2009
Location: Chicago
Posts: 671
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For the map reveal..check out Stoney"$ Mini-map tutorial....I'm pretty sure there is an entry regarding that there
Yep..it is in the general tutorials
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04-08-2012, 02:21 AM
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#7
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,152
Current Game: Fallout: New Vegas
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Okay, while this isn't related to map questions, it is related to module questions and I'd rather not start a new thread.
Anyway, I've been attempting to place some sitting people placeables in some of my modules for a quite a while now, however whenever I enter the module they are either standing up straight with their arms stretched out and I can walk through them, or they are playing a dead animation. Is there something I have to do via scripting or .ARE/.GIT/.IFO wise to make this work? Or do I have to do something in the placeable file itself?
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04-08-2012, 04:41 AM
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#8
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Junior Member
Join Date: Jan 2010
Posts: 394
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I don't know for KOTOR1, but with KOTOR2 their sitting is done in the onenter script (make sure it runs also when a savegame is loaded)...
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04-08-2012, 11:50 AM
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#9
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,152
Current Game: Fallout: New Vegas
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What would I put in the onenter to make them sit?
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04-08-2012, 12:11 PM
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#10
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,014
Current Game: TOR
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Err, here's a tutorial on how to make mapnotes.
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04-08-2012, 12:47 PM
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#11
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Junior Member
Join Date: Jan 2010
Posts: 394
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Example... part of k_503_enter.nss from TSLRCM 1.8;
Code:
void sub3() {
object oSittingRodian = GetObjectByTag("SittingCommMale", 0);
DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingSwoopganger", 0);
DelayCommand(1.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommFemale", 0);
DelayCommand(0.7, AssignCommand(oSittingRodian, ActionPlayAnimation(38, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingSwoopganger", 1);
DelayCommand(0.3, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingAlien", 0);
DelayCommand(1.0, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommFemale", 1);
DelayCommand(2.1, AssignCommand(oSittingRodian, ActionPlayAnimation(38, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommMale", 1);
DelayCommand(2.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingWalrusman", 0);
DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingBith", 0);
DelayCommand(1.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingBith", 1);
DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingRodian", 0);
DelayCommand(2.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommMale", 2);
DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommMale", 3);
DelayCommand(0.8, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommFemale", 2);
DelayCommand(1.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
oSittingRodian = GetObjectByTag("SittingCommFemale", 3);
DelayCommand(0.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0))));
}
IIRC 37 is drinking, 36 is just sitting and 38 is playing pazaak.
And here's the start of the main part;
Code:
void main() {
if ((GetEnteringObject() != GetFirstPC())) {
return;
}
sub1();
sub3();
if (GetLoadFromSaveGame()) {
return;
}
You can do it without sub (most do), but it was already the case here... and it's a bit too much to do without.
Also make sure the tags match (in vanilla, this was NOT the case)
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