Fallen Guardian Posted April 5, 2012 Share Posted April 5, 2012 So as the title suggests I have two questions about maps in modules. 1. What file do I edit in order to set whether the map for the module is completely revealed or not? 2. How do I set up and create Map Notes? I've attempted this before but for some reason they didn't show up. Link to comment Share on other sites More sharing options...
Sithspecter Posted April 6, 2012 Share Posted April 6, 2012 The map notes are actually waypoints. You can set them up with the UTW files. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 6, 2012 Share Posted April 6, 2012 I don't think there's an option to reveal the map automatically, but there's a simple script function - RevealMap() - that you can put in the module's OnEnter script. You can also put in coordinates and a radius to reveal only a specific region. Here's the source code: // 515: RevealMap // Reveals the map at the given WORLD point 'vPoint' with a MAP Grid Radius 'nRadius' // If this function is called with no parameters it will reveal the entire map. // (NOTE: if this function is called with a valid point but a default radius, ie. 'nRadius' of -1 // then the entire map will be revealed) void RevealMap(vector vPoint=[0.0,0.0,0.0],int nRadius=-1); Link to comment Share on other sites More sharing options...
Fallen Guardian Posted April 6, 2012 Author Share Posted April 6, 2012 @JC But for some reason when I load up a module that module already has its map revealed, is there a way to make it un-revelaed? @SS Okay, I'll play around with it and get back on it. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 6, 2012 Share Posted April 6, 2012 Hmm. Maybe the OnEnter script already reveals the map. Try removing it from the ARE file and see if that fixes it - and make sure you load from before you've ever been there. Link to comment Share on other sites More sharing options...
newbiemodder Posted April 6, 2012 Share Posted April 6, 2012 For the map reveal..check out Stoney"$ Mini-map tutorial....I'm pretty sure there is an entry regarding that there Yep..it is in the general tutorials Link to comment Share on other sites More sharing options...
Fallen Guardian Posted April 8, 2012 Author Share Posted April 8, 2012 Okay, while this isn't related to map questions, it is related to module questions and I'd rather not start a new thread. Anyway, I've been attempting to place some sitting people placeables in some of my modules for a quite a while now, however whenever I enter the module they are either standing up straight with their arms stretched out and I can walk through them, or they are playing a dead animation. Is there something I have to do via scripting or .ARE/.GIT/.IFO wise to make this work? Or do I have to do something in the placeable file itself? Link to comment Share on other sites More sharing options...
Hassat Hunter Posted April 8, 2012 Share Posted April 8, 2012 I don't know for KOTOR1, but with KOTOR2 their sitting is done in the onenter script (make sure it runs also when a savegame is loaded)... Link to comment Share on other sites More sharing options...
Fallen Guardian Posted April 8, 2012 Author Share Posted April 8, 2012 What would I put in the onenter to make them sit? Link to comment Share on other sites More sharing options...
LDR Posted April 8, 2012 Share Posted April 8, 2012 Err, here's a tutorial on how to make mapnotes. Link to comment Share on other sites More sharing options...
Hassat Hunter Posted April 8, 2012 Share Posted April 8, 2012 Example... part of k_503_enter.nss from TSLRCM 1.8; void sub3() { object oSittingRodian = GetObjectByTag("SittingCommMale", 0); DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingSwoopganger", 0); DelayCommand(1.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommFemale", 0); DelayCommand(0.7, AssignCommand(oSittingRodian, ActionPlayAnimation(38, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingSwoopganger", 1); DelayCommand(0.3, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingAlien", 0); DelayCommand(1.0, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommFemale", 1); DelayCommand(2.1, AssignCommand(oSittingRodian, ActionPlayAnimation(38, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommMale", 1); DelayCommand(2.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingWalrusman", 0); DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(36, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingBith", 0); DelayCommand(1.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingBith", 1); DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingRodian", 0); DelayCommand(2.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommMale", 2); DelayCommand(0.1, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommMale", 3); DelayCommand(0.8, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommFemale", 2); DelayCommand(1.2, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); oSittingRodian = GetObjectByTag("SittingCommFemale", 3); DelayCommand(0.3, AssignCommand(oSittingRodian, ActionPlayAnimation(37, 1.0, (-1.0)))); } IIRC 37 is drinking, 36 is just sitting and 38 is playing pazaak. And here's the start of the main part; void main() { if ((GetEnteringObject() != GetFirstPC())) { return; } sub1(); sub3(); if (GetLoadFromSaveGame()) { return; } You can do it without sub (most do), but it was already the case here... and it's a bit too much to do without. Also make sure the tags match (in vanilla, this was NOT the case) Link to comment Share on other sites More sharing options...
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