Author Topic: Player Modifiable Maps  (Read 305 times)

Legacy_henesua

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Player Modifiable Maps
« on: October 22, 2012, 02:13:09 am »


               I don't know how useful this will be for people because it relies on the following
  • tag based scripting
  • Z-dialog (zz update)
  • my personal modification of Seamless Area Transitions (FYI I know I am not suppose to share modifications to the file. I'll change the name if I erf it)
  • Jassper's Persistent Maps - (FYI: Jassper's Maps have a persistency bug. Area object is stored on an item instead of Area tag. I fixed this in my script. )
  • Project Q for one of the animations (although this is not really necessary)
but here goes:...

Player Modifiable Maps

These maps can store Map Pins, and help a player orient themselves. Orientation determines distance and direction from current postion to a recorded Map Pin - even if the Map Pin is in another Area. All of this is facilitated by local data on the map, and a dynamic conversation script which is activated by a tag based script when the player uses the map.

These maps do have limited scope. The typical scope of a map is limited to one "region", and exterior areas only. Map Pins in areas outside of the scope of the map can not be stored to the map. And if a player is not in the map's region, they can not use the map to orient themselves to points recorded on the map. Unimplemented so far: interior maps yet, and orientation from a location in one region to a point in another is presently very limited. 

One thing I like about this is that a DM can create maps before giving them to a player. I haven't tested this yet, but if your server saves DM characters too, the data on the map should be saved. A builder can also create map pins on the map if they are willing to enter all the data by hand as local variables.

Aside: "Regions" are a concept that I added to seamless area transitions. One thing that I did not like about seamless area transitions was that every area that used them needed to fit on the same coordinate system. I wanted to divide my module up into different regions, each with its own coordinates, so that it would be easier to expand each region piecemeal without interfering with the coordinates of other areas. I also allowed different regions to have different area sizes. Anyway, the "region" is defined by the leftmost portion of the area tag before the "_" delimeter. The coordinates are the last 9 characters of the tag.

Pieces so far
  • do_map - tag activated script on the map
  • aa_dlg_map - dialog script - this is the meat of the system
Please let me know if there is any interest in this. I still have a great deal of work to do prior to posting this to the vault, but if there is interest, I can be persuaded to put it together.
               
               

               


                     Modifié par henesua, 22 octobre 2012 - 02:05 .
                     
                  


            

Legacy_henesua

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Player Modifiable Maps
« Reply #1 on: October 22, 2012, 02:48:21 am »


               I wanted to add that Lord of Worms also inspired me to create a shovel (apparently he was inspired by JFK). LoW's persistent shovel system is awesome, and inspired me to work on my own.
               
               

               


                     Modifié par henesua, 22 octobre 2012 - 01:51 .