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.
Ah, sorry, I mean this map. It was four years ago...
I don't mind if you will use all of them, I was checking my warehouse with maps and thought to complement the neighboring theme, perhaps those of the maps that were not useful to you will be useful to someone else.
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.
Ah, sorry, I mean this map. It was four years ago...
I don't mind if you will use all of them, I was checking my warehouse with maps and thought to complement the neighboring theme, perhaps those of the maps that were not useful to you will be useful to someone else.
Ah this one.
You can go ahead, maybe I will using it in this pasadena hub but otherwise no problem, I am not there yet so if you want to use the full building no problem for me.
You can go ahead, maybe I will using it in this pasadena hub but otherwise no problem, I am not there yet so if you want to use the full building no problem for me.
As I said, I was unloading my warehouse with maps, and I'll post some here, because it's a pity to delete them. This one was made for you and I've no idea where this map can be used. Just let me know if you'll change your mind. Anyway, you can write to me if you need something to change in this map. =)
==== Also that is a map you're building? Just test one or some abandoned parking lot?
You can go ahead, maybe I will using it in this pasadena hub but otherwise no problem, I am not there yet so if you want to use the full building no problem for me.
As I said, I was unloading my warehouse with maps, and I'll post some here, because it's a pity to delete them. This one was made for you and I've no idea where this map can be used. Just let me know if you'll change your mind. Anyway, you can write to me if you need something to change in this map. =)
==== Also that is a map you're building? Just test one or some abandoned parking lot?
Ok I will use it For now no changes, for this one it will be released with the Pasadena hub wich is not there yet even if the hub is almost finish
It is an abandonned construction site that is part of the map release 2 years ago I think, a lot of changes have been made on it and on the hub, the hub is on the screenshot above with the basketball court.
Ok I will use it For now no changes, for this one it will be released with the Pasadena hub wich is not there yet even if the hub is almost finish It is an abandonned construction site that is part of the map release 2 years ago I think, a lot of changes have been made on it and on the hub, the hub is on the screenshot above with the basketball court.
Cool!
With pleasure will run your new maps when they will be out!
Someone knows how to trigger the hunters in Downtown? I have tried on both my mod and the UP but I can't make them trigger, so I am wondering how you achieve this? Is it working for someone?
Wesp5 I don't know how you trigger it, I have checked the code, everything seems fine, I am calling the function nothing happen, and when I manually spawn them, and trigger the trigger that teleport them they are here, same behavior on UP. On SM everything is fine for example. Really I don't understand what could cause this, maybe too many logic_auto so the code is not executed?
I have figure it out, there is 2 checkMasquerade() for Downtown one in vamputil which triggers the hunters and there is one in downtown.py that do things whith skelter, this is it (it happens to me when modding) well basically, the code is not able to know which one to trigger and probably it trigger the one for downtown. I will rename the downtown one and see how it goes.
So I have huge news, I am able to expand the hubs with other maps as kind of "dlc" those will be free of course What I mean, I have find a way to add maps and link them to the hubs without the player restart a new game each time. It is not perfect as it implies double loading screen but it allow few things: - Keep the sewer as they are in game with textures and all. - Be able to update the upper version of the hubs (or change it) and also increasing the number of place, without touching the sewer. - Be able to versionize the upper hub, like making a time progression. - Use the hubs has template for example taking the sewer and reskin/change according the needs the upper, so that allow creating hub easily and have the texture and all the things of the sewer already and already linked. - And the main things link to other locations for this hub at will.
It could link 20 locations for downtown (or 10 if there is sewer link) like linking chinatown (I implemented Pasadena instead) is taking 2 slots (upper + sewer), I will see for the other when I implement it.
I know probably people won't see much interest but I have the idea since long time of the mod be a "permanent story" ie a long chronicle in time (maybe not in play) where I can extend the story, add events related to stuff happening in the world and doing it without feeling the need to rush the end game to be sure that I implemented everything is really neat.
But this could be use by others, I don't know if people will use such things, but for example you want to create a story based on downtown and nines crew, well you just have those 2 maps and you can plug 20 others location when you want. And people wont loose their game.
So this is part of a lot of things that has been in my mind related to the architecture of the game and creating stories at least easily and provide means to other to do it easily as well.
May I ask how do you add new landmarks into a game with a save where these and the connected triggers did not exist?
Yes, I have created a video but the sound is crap, I will see if I can have it better but for explanation:
I have copy paste la_hub_1 into la_hub_2
la_hub_1 is the one linked to the map, it is also containing the sewer part and all the connection to the locations.
la_hub_2 is the upper part.
When you enter in la_hub_1 there is a trigger multiple (I used the one close to Heather) that redirect to this:
def teleportLocationsLA(): __main__.ChangeMap(0.0, "hub_landmark", "hub_trigger") With hub_trigger pointing to la_hub_2
Here I can play if needed to have the redirection of the "timed variation" like the newer version etc...
It teleport automatically to the la_hub_2, this is the double loading screen, this is the flaw.
In la_hub_2 when opening a sewer hole I have this:
"OnActivate" ",,,0,-1,G.Tp_Sewer = 8," "OnActivate" "sewer_trigger,ChangeNow,,0,-1,," The variable store the hole that is used and the trigger change the map to la_hub_1 (sewer part).
In la_hub_1 I have a trigger_multiple (the one used for the nines scene) that load this: I will come back on the location later.
if(G.Tp_Location > 0): if(G.Tp_Location == 1): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la1_landmark", "la_1_trigger") elif(G.Tp_Location == 2): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la2_landmark", "la_2_trigger") elif(G.Tp_Location == 3): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la3_landmark", "la_3_trigger") here the list goes on up to 20, I need to cross check to be sure to be sure that i didn't erase one.
Here according the variable it teleports the player at the desired hole.
It follow the same principle to come back to upper part.
The hole used store the variable and trigger_changelevel to la_hub_2.
if(G.Tp_Location > 0): if(G.Tp_Location == 1): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la1_landmark", "la_1_trigger") elif(G.Tp_Location == 2): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la2_landmark", "la_2_trigger") elif(G.Tp_Location == 3): G.Tp_Location = 0 __main__.ChangeMap(0.0, "la3_landmark", "la_3_trigger") All unused trigger in la_hub_1, the sewer part, have been changed to this with the number changing accordingly.
G.Tp_Location = 1 __main__.ChangeMap(0.0,"sewer_map_landmark","sewer_trigger") Where the tp location is where I want to go and the ChangeMap is used to go to la_hub_1 using the same trigger as the hole. And according to the number and the code above it teleport to the right map.
So basically, for plugin a map, I just need to call my map la_location_x and drop it in the map folder.
The player has never been there and the hub map is already configured to be extended up to 20 locations (in case of Downtown).
He could save play whatever, he has already the right map.
That's it
PS the code is made to manage everything on this map and nothing on the location to avoid bothering with the Tp_Location.
And also when Nosferatu (not tested currently) it won't trigger automatically to the upper part as you have Tp_Something = 0.
Nosferatu dialog will be with the scruffying or another mean.
I know it is not perfect for sure, the double loading screen and the fact that you change map between sewer and hub, but I guess this is fine as it is a huge win to extends the game easily.
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