The Official Campaign uses the following conventions in regards to keeping track of modules and areas across the whole campaign. All of this seems to allow a convenient way of tracking where things are in the campaign.
Modules
Each module has a number in the tens of hundreds, followed by an underscore and the name of the module (eg. "1300_Old_Owl_Well.mod").
Areas
Each area in that module has a number within that hundred, followed by a short name of the area (eg. "1302_oldowlwell").
The display name for the area has the area id number in curly brackets preceding it (eg. "{1302}Old Owl Well").
The tag of the area seems to vary between the display name without the number and without spaces, but still capitalized (eg. "OldOwlWell") or the area id with the name (eg. "1304Bonegnasher"). Best practice for module builders would seem to be to always include the area id in the tag.
Scripts
Scripts specifically attached to this area, and this area only, are in the form of the area id and the script type (eg. "1302_enter").
Waypoints
Waypoints seem to use the area id as well. For instance, the initial entrance to the area 1304Bonegnasher is a waypoint with the tag "1304_enter." Note that this is the localized name for the waypoint, as well, which allows for easy reference.
Doors
Doors with transitions can also follow this convention in the form of:
plc_dr_ < id of the current area > _to_ < id of the target area >
For example, if you were setting up a transition between areas 1304 and 1305, they could be tagged as "plc_dr_1304_to_1305" and "plc_dr_1305_to_1304". Unlike waypoints, doors display their localized names to the players. This means that you will want to wrap your localized names in curly brackets.
Recent comments
15 weeks 7 hours ago
15 weeks 7 hours ago
15 weeks 16 hours ago
21 weeks 4 hours ago
21 weeks 2 days ago
37 weeks 5 days ago
38 weeks 1 day ago
42 weeks 1 day ago
42 weeks 3 days ago
45 weeks 3 days ago