If you mean the taxi-selection-map, I have no idea. But you can always get to it with a console command: showmapscreen
Yes I know, I even try to do a __main__.ChangeMap(0.5, "taxi_landmark", "taxi_trigger") but it port me on a previous map.
It is just that the taxi manage the map you end, with the map selection, just about curiosity, it would be handy if one day new hub would be added on the map, but that's not for now
I need to adapt the story, was really wishing a way to don't show santa monica.
Maybe is it possible to adapt the dll?
I was thinking of it, it could be usefull for adding new item, I really don't know I never open it.
Try renaming the Santamonica_Open line in the dll, maybe then the location will vanish from the map?
I need to remove the "security" not remove the map, if I am going there, I need to properly decompile the dll (I just have the meta data now) install a .net visual studio and see if I might change something to manage it
I think it is going to be simple to change the story, well we will go first in SM, originally I would like to have hollywood then SM but it will be SM then hollywood I will figure out, something.
If you mean the taxi-selection-map, I have no idea. But you can always get to it with a console command: showmapscreen
Yes I know, I even try to do a __main__.ChangeMap(0.5, "taxi_landmark", "taxi_trigger") but it port me on a previous map.
It is just that the taxi manage the map you end, with the map selection, just about curiosity, it would be handy if one day new hub would be added on the map, but that's not for now
I need to adapt the story, was really wishing a way to don't show santa monica.
Maybe is it possible to adapt the dll?
I was thinking of it, it could be usefull for adding new item, I really don't know I never open it.
So I found something and maybe that will solve my problem.
The taxi_landmark are kinda weird, I had one map that go to the giovanni with a taxi_landmark, it was fine to get there and using the above code, __main__.ChangeMap(0.5, "taxi_landmark", "taxi_trigger") I could go back.
So I decided to try something and add a changelevel in giovanni to hw, but then the first changelevel didn't work anymore as I didn't used anymore the taxi_landmark to get there, it require a changelevel inside the giovanni, so I change it inside and now I can use the trigger to go to hw and come back with the line: __main__.ChangeMap(0.5, "taxi_landmark", "taxi_trigger") that send me to the giovanni.
I will see if it is not error prone, but it seems good.
This is huge if we want to create hub or use existing one, because you just need to add a changelevel and you can go back with a generic trigger taxi_trigger.
If I understand your mod right, there is no necessity for Nosferatu sewer travel. So maybe you can avoid the worldmap and use sp_taxiride (or a copy of that map) for travelling between hubs. Then it's just a matter of dialog conditions, which hubs are open.
If I understand your mod right, there is no necessity for Nosferatu sewer travel. So maybe you can avoid the worldmap and use sp_taxiride (or a copy of that map) for travelling between hubs. Then it's just a matter of dialog conditions, which hubs are open.
It should also work for Nosferatu, using sewer instead of taxi.
But that could be a good idea, I was using this map for the story selection, but it is not anymore the case.
At the begining I was also planning other stories for other clan (I have ideas for Nosferatu and Tremere mainly) so maybe one day I might include those, not sure if it is gonna happen due to the time.
Looks like avoiding the world map is a good work around for you...
We will have access to the world map, Chinatown is replaced by Pasadena (hub is almost finish) and there is another small map that will replace the inquisition.
What is kinda amazing is that it is working even if I don't have a trigger pointing to sp_giovanni_1 in hw_hub_1 just using the taxi trigger.
It goes directly to the previous map with a taxi_landmark.
I guess it should work the same for the sewer_trigger.
Like for example if you want to create a new hub called Hollywood Hills and link Grout and 609 to this hub, you just have to include trigger to both level and the call of the function __main__.ChangeMap(0.5,"taxi_landmark","taxi_trigger") will send you back to this hub, so you don't have to edit in hammer the maps.
I find this is neat for expanding the hubs or replacing new one.
I came accross something, is there a way to use a ChangeNow in a trigger, I have this for now:
cafe_empire_trigger recieved ChangeNow input from non-player activator!
I know that if I call a python function it will work, but just for my understanding, we can't use a trigger to changenow? or something else is wrong?
I have faced this before, when testing my changelevel manually, so I don't know maybe something is wrong.
Also, I have 2 songs in the cafe, I rotate them with 2 triggers, to stop and start the next trigger that start the song, someone now if there is a better way to implement this?
I need to stop them at some point in the story and would prefer to stop the main process instead of disabling each trigger.
Another question but more on gameplay/architecture:
So I made a mistake, I was thinking to use the society of leopold as the LA port, opening the map and I realized it is not quite close So I have figure out a way to increase the map location using another map as a temporary transition, it would be 2 loading screens one very quick and one longer for the map which is loading, I have done this in another part and it is fine sometimes it ended up in an auto saved game in transition but if you load it it will go to the other map.
First question on gameplay dialog doing so will ask you to select the location which could be a bit boring for the player like Specific location-> Downtown Specific -> Your Domain -> Abandonned building -> Other places -> SM Specific -> Ocean House -> LA Port -> Old Port -> Loading dock 400
Which can end in something crazy if you have more than 3 locations and return whith the page management system. The transfert is done with a G.Transfert_Map wich store the location and then the map store all the trigger changelevel and transfert according the variable onMapLoad.
I was thinking of using sp_ninesintro but you need to click it to access it and I am not sure I could trigger the map from other hubs without to much change and if I need to implement a trigger change level for this better to take a transition map, at least I am saving sp_nines for the player domain.
Or it could be on each hub to have the dialog specific for each area, in SM the cabbie or your car would have SM specific dialog. But in that case you need to go to the hub first and then select the specific location to be ported.
I don't know how it is build in the dll and if it would be possible to add new location on map and I think for my case that would also require to change the map as it don't show long beach.
This LA dock is intended to be a map that tranistion to other part of the world and to plug other story as kind of dlc, that was my initial idea to have a LA base and be able to move around the world to see some wod events, like fall of london etc.... We will see how it goes.
So if people have ideas or preference or other things, please let me know.
Glad you still work on this fantastic project but I want to ask: do you plan to use my maps which I sent to you in past? (Tawni haven, Empire 4th floor, Gangrel haven)
As in the old forum, I don't renounce my words and I can change these maps to meet new needs. ^_^
Glad you still work on this fantastic project but I want to ask: do you plan to use my maps which I sent to you in past? (Tawni haven, Empire 4th floor, Gangrel haven)
As in the old forum, I don't renounce my words and I can change these maps to meet new needs. ^_^
Have a nice day!
Hello,
Yes for the empire 4th floor, if I use it as it is I will credit you of course, if you want to take it back, I will redo a map, just let me know.
For Tawni, I won't use it, for the gangrel haven neither (but this one I don't remember), so feel free to use them as you want that's yours
Just let me know for the 4th floor.
Last Edit: Mar 10, 2024 12:24:15 GMT by wallit: precision
Social Media