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.
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.
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.
Here's some helpful resources for working with companions... (more cominig soon)
In a conversation between Wayne and Lord Niah over in the FRW forums Lord Niah had some good suggestions for working with companions.
Phoenixus posted a great tutorial on texturing a good grassland area. Check it out here:
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.
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).
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.
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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