change_outdoor_location
Author | Topic: change_outdoor_location |
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Warrior
Member # 4492
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written Friday, June 25 2004 19:33
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I tried using change_outdoor_location(x,y,x,y) to move my party to another section of the outdoors since they are in a another level of a town with boundaries set to the extreme(No way of exiting). However, they just walk through the special encounter or if I set no entry they just stop there but won't get sent to the outdoor location I specified and theres no error messages or anything. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Off With Their Heads
Member # 4045
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written Saturday, June 26 2004 00:34
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Err, I'm not sure that I'm understanding you right, but change_outdoor_location doesn't actually do anything until you leave the town. You won't see any effect from change_outdoor_location until the party walks outside town boundaries. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Warrior
Member # 4492
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written Saturday, June 26 2004 00:52
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Is that so? From the appendix it says "It is used, for example, when the party enters a portal in a town that is meant to carry them to a town a long distance away." Edit: Working on what you said, I placed it in my town init_state and redid my boundaries so now it works. [ Saturday, June 26, 2004 00:59: Message edited by: Kiexcolo ] Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
...b10010b...
Member # 869
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written Saturday, June 26 2004 02:45
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Note: a portal that takes them to a TOWN far away. Basically, it's used so the party ends up in the correct place when they step *out* of town. Remember, although an outdoor location can be associated with a town, the town isn't specifically associated with that outdoor location (if that makes sense). To put it another way, BoA doesn't intrinsically know where a town is supposed to be located, and you have to tell it. Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Warrior
Member # 4492
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written Saturday, June 26 2004 05:23
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NOTE: It is used when a party ENTERS a portal? There is nothing said of having to leave town so that it works. And frankly I dunno what you mean. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |
Shock Trooper
Member # 3276
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written Saturday, June 26 2004 06:08
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quote:Okay, you can make portals do whatever you want. And by putting the correct graphic (portal) and putting a special encounter around the portal asking if they want to enter. Then you code if choice =whatever the enter portal choice is, and have stuff teleport. Thats how you use portals. Of course I made a portal that upon entering, spits you out and opens a gate.... Posts: 249 | Registered: Saturday, July 26 2003 07:00 |
Shock Trooper
Member # 4154
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written Saturday, June 26 2004 06:37
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Say you had a hut with a portal in it that was supposed to take you to another hut miles away. You use change_outdoor_location() and then you use another call to teleport the party into the other hut (which will assumably be another town.) When the party exits the second town, you will arrive at the position you specified in change_outdoor_location. (I think.) -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Warrior
Member # 4492
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written Saturday, June 26 2004 18:04
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Ok now I get what you mean. Posts: 61 | Registered: Wednesday, June 9 2004 07:00 |