Author Topic: Okaying... I'm trying again. Is this a little too ambitious?  (Read 850 times)

Legacy_Terrorble

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Okaying... I'm trying again. Is this a little too ambitious?
« Reply #15 on: March 27, 2013, 07:44:32 pm »


               

simomate2 wrote...

Its my kind of module too haha. Its pretty much how many final fantasy games do it. 


Nice.  I played thru the original FF a year ago and picked up a couple things from what is done there for my own project.  I was inspired a long while back by Ultima7 on my DOS system too.  That game, however, was very open from the opening sequence and beyond.
               
               

               
            

Legacy_simomate2

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Okaying... I'm trying again. Is this a little too ambitious?
« Reply #16 on: March 27, 2013, 10:49:12 pm »


               

Tarot Redhand wrote...

@simomate2, I'm currently searching through all the scripts on the vault and I came across something that I think you might have a use for. It's called Inter-Module Navigation System by Galbor. Now I haven't tried it myself and it was last updated in 2006, so I make no guarantees about it, but it might be of interest to you from what you said earlier in the thread. Anyway hope this is of use.

TR


Thanks but while that is a neat concept, it was not designed with single player modules in mind but for online ones. The trouble is, upon returning it would be like the module was never explorered. Sure I could set all my variables to the PC skin so that NPC's would recongise the PC etc, but then I would also have to take a lot of time to set variables for all of the chests, doors etc so that the minimap would be appropiate and explored, chests would have nothing in them etc. Honestly I WOULD attempt it if I wasn't worried I'd screw up due to being too ambitious and waste a lot of time haha

Does that makes sense?

But thanks anyway '<img'>
               
               

               


                     Modifié par simomate2, 27 mars 2013 - 11:35 .
                     
                  


            

Legacy_Tarot Redhand

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Okaying... I'm trying again. Is this a little too ambitious?
« Reply #17 on: March 27, 2013, 11:30:41 pm »


               I did say I hadn't explored it, just read the title. Cest la vie, can't win them all. BTW you do know how to chain modules together, don't you. When you finish a module and are about to release it you create a place-holder module (giving it the name of the next one in the series) and include it with the module you are about to release. In the module you create a script that is run when the end condition of the module is reached. The last statement of the script must be a call to the built-in function

void StartNewModule(string sModuleName);

This ends the current module and starts the new one while transferring all the details of the PC to the new mod. See the Lexicon for more details. Then when you release the next module people can play from the start of the first module to the end of the new one. You can do this all the way through from 1 to however many modules you plan to release. Bioware did this with the small model "Witches Wake", but never got around to providing the next full module.

TR
               
               

               


                     Modifié par Tarot Redhand, 27 mars 2013 - 11:34 .