Darth Balor Posted January 23, 2008 Share Posted January 23, 2008 How do you add an exit point to a module and have it load the next area? Link to comment Share on other sites More sharing options...
Stream Posted January 23, 2008 Share Posted January 23, 2008 I'm not sure that this is the correct way to do it but to me it's the easiest way, first decided where you want the transition to be and then make a trigger in that area. In the .utt file add this as the on enter script; void main() { object oPC = GetFirstPC(); if (GetEnteringObject() == oPC) StartNewModule("[b]MODULE_NAME[/b]"); } } You might have to fiddle that code around a little as I'm going by memory here and it may not be exactly right but that's the basis of it anyway. Hope this helps. --Stream Link to comment Share on other sites More sharing options...
Darth Balor Posted January 23, 2008 Author Share Posted January 23, 2008 I figured something like that, but I wasn't sure if that would make the text pop up saying what area you are porting to. EDIT: Do I place the trigger in the git file? Link to comment Share on other sites More sharing options...
Stream Posted January 23, 2008 Share Posted January 23, 2008 I think there's extra settings in the trigger file that deal with that part of it although I'm not too sure as I've only done a start module script via dialogs and not triggers. --Stream Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 25, 2008 Share Posted January 25, 2008 There should be a thread still about from before Christmas on this subject. I think Silveredge was the OPer. Link to comment Share on other sites More sharing options...
DarthStoney Posted January 25, 2008 Share Posted January 25, 2008 EDIT: Do I place the trigger in the git file? Yes it goes in the .git under triggers. Link to comment Share on other sites More sharing options...
Darth Balor Posted January 25, 2008 Author Share Posted January 25, 2008 Figgured that. Link to comment Share on other sites More sharing options...
Seamhainn Posted January 28, 2008 Share Posted January 28, 2008 The information all goes into the .git file - the arriving point in the module you are transitioning to, what appears in-game in blue letters where you are transitioning to and so on. You have to know where you want to appeare in the moule where you want transitioning to, in other words you need a Waypoint there (and the other way around when you are going back). As far as I know I never used a script for transitioning :-) . Take care Link to comment Share on other sites More sharing options...
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