Layering textures and sounds

The layer with the highest percentage is the one that determines what sounds a creature makes when it walks on that area. Make sure you bake the area in order for the sounds to take effect.

gtr_world_map_cl

If you paint down a new map transition, you'll notice that it has an onClick script of gtr_world_map_cl. You'll also noticed that this script doesn't actually exist in new modules. I think what happened is that this script started as a global, but at some point ended up with some code specific to the OC and was removed.

kinc_module1700

 The world map include file for the Merchant Quarter shows how the origin variable is used to redirect to a different waypoint, based on which direction the party is coming from.

Companions

Here's some helpful resources for working with companions... (more cominig soon)

FRW: suggestions for dealing with companions

In a conversation between Wayne and Lord Niah over in the FRW forums Lord Niah had some good suggestions for working with companions.

FRW: Texturing a good grasslands area

Phoenixus posted a great tutorial on texturing a good grassland area. Check it out here:

http://nwcitadel.com/forums/showthread.php?t=858

The Journal

Here are some things to note about the journal:

1. If you are using campaign, you have to use a campaign journal. The module-level journal will not work.

2. You can either update the journal using the script ga_journal, or you can use the "Quest" field on the "Node" tab to browse and find your journal entry.

ka_hotspot_click

The script ka_hotspot_click is the most basic world map script from the Official Campaign. It is meant to go in the "ActionScript" field for a hotspot in the world map plugin interface. At end of the script, notice that this calls SaveRosterLoadModule (located in ginc_companion).

kinc_module1000

This script is an example of one of the encounter scripts that kinc_worldmap includes. It's worth noting that none of the OC module includes seem to do anything with the SpecialEncounter() function.

// kinc_module1000
//
// global include file for the module.
	
// EPF 12/8/05
// DBR 02/22/06 - if I havn't had the Sand intro, don't warp to the Sunken Flagon.

ka_hotspot_show

This simple script can be placed on a conversation node to make a certain hotspot visible at some point in the plot.

// ka_hotspot_show
//
// Set as visible the hotspot with name sHotspot

#include "kinc_worldmap"
		
void main(string sHotspot)
{
	ShowHotspot(sHotspot);
}
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