| 09-25-2002, 09:03 AM | #1 |
Guest | Good evening everyone; Im currently playing around with the idea of making a world map for a single player "Open RPG" (since I havn't found a way to make an online MORPG, might as well do it single player) The problem im having with the world map idea is this. Say you start in town1. Once you leave town1 gate, you are teleported to the 'world map' to walk around and choose your next destination. From the world map say you enter a dungeon. Once you ahve completed the dungeon you walk back to the world map and then walk back to town. The problem is this, this is 3 maps. While I know how to cache the characters onto the map, I dont know how to get them to start outside of the area they are exiting. For example, when you exit the town in the towns map, you should appear next to the town on the world map... when you exit the dungeon on the dungeons map, you would appear next to the dungeon on the world map. This making sense? If it is, how would you do something liek this? Also, one other question; is anyone currently attempting to make an online multiplayer RPG similer to EQ or something? My idea was to have like 6 people adventure together into dungeons as a party.. or would NWN be a better engin to script something like this in? :) Thanks for the help Craig |
| 09-25-2002, 10:03 AM | #2 |
I think you may use variables and region stuff. set a variable to the exiting point i.e.: set variable exit = town1 save it into Game cache, Then in World map, restore this variable and spawn Hero depending on this variable i.e.: if exit = town1 then restore Unit... in center of region WorldMapTown1 if exit = town2 ...... Keep in mind that all killed units in previous map will be alive if you don't save their "death" in Game Cache. I Hope this help :) |
| 09-25-2002, 06:57 PM | #3 |
Guest | Thanks for the help. I'll poke around with it when i get some time, if it works it might make an interesting single player "open rpg" :) |
| 09-25-2002, 10:35 PM | #4 |
Guest | alright i've been running into some major problems with this. In many maps that I will be creating for the ORPG, they will have more then one "zone point" so to speak. Example: Playerselect will lead only to the worldmap worldmap will lead to town1, town2, and dungeonlevel1 town1 will only lead to the worldmap town2 will only lead to the worldmap Dungeonlevel1 will lead to the worldmap and to dungeonlevel2 dungeonlevel2 will only lead to dungeonlevel1 now, how would you get the cache to figure out what zone you were last in? i tried playing around with variables, for instance 1 would = town1, 2 would = town2, 3 would = dungeon1, 0 would = worldmap... but i cant get the cache to spawn correct data. Could someone please shed some light on this subject? :) |
| 09-25-2002, 11:03 PM | #5 |
What you want is a real variable. Make each spot on the world map have a number. Say the town is 1 and the dungeon is 2. Event Player does something to leave town Action Set world = 1 Set next level to be world map victory then in your world map: Event Map Init Action retrieve world from game cache if world = 1 spawn at town if world = 2 spawn at dungeon then in your dungeon: Event Player does something to leave dungeon Action Set world = 2 Set next level to be world map victory |
| 09-26-2002, 02:01 PM | #6 |
I'm going to make such linked maps too. I've a question: how are you going to save "death" of units, picked up and not picked up items, completed/incompleted quests etc.? Is it necessary to make a gamecache trigger for every event that must be saved, or is there a way to save them all at a time? |
| 09-26-2002, 02:09 PM | #7 |
as far as I know you will have to create a variable for each thing, stating that's its dead or alive, its complete or whatever then save them into Game cache. I think this is a hudge amount of work ![]() |
| 09-26-2002, 02:31 PM | #8 |
We already having a project running on this , check my sig! |
| 09-26-2002, 09:15 PM | #9 |
Guest | im just building an ORPG just to see if i coudl do it, and if it takes off then cool :) I've been following your proj for as long as i saw your sig (why do you think i started my idea lol) Anyway, its fun to make, currently im populating the dungeon areas i've built and itemizing them. And yes, you have to make a trigger for every god damned thing you want to cache :D lol Craig |
| 09-27-2002, 04:23 AM | #10 |
It's possible to make a system to record the status of units that would be fairly automattic... it'd use catenate strings and integer to string conversion but it's definitely possible. Maybe it's what I'll make after I get the time to go back and perfect the trigger spell system ^_^ |
| 09-27-2002, 07:11 PM | #11 |
Guest | you could try a slightly different version... dedicate a small section of your map to reprisent the 'world map' using miniture buildings etc. and just move the cam to it when u leave a town, and simply press where u want to go, and use a scaled down unit that automatically walks there then actually triggers the teleport. hehe, just like in the cheesy old mario games :ggani: |
