ID:166300
Aug 24 2006, 2:17 pm
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I look all over in the libraies and demos and could not find a single visual character selection help. I mainly want it so when the person starts a new game they choose their character's sprite from a verity on the screen. NOT CHOOSING FROM A LIST
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Aug 24 2006, 2:47 pm
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When I tried to do this, I made objects for the different options, and made a Click() thing. For skins, it would set their icon to that, and for eyes, hair, etc, it would add an overlay.
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In response to Seraphrevan
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thank you, after looking at a title screen demo I though this might work ^_^. But one more question I have is, after they choose there character can you have them spawn on a totally diffrent map?
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In response to FriesOfDoom
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Yeah, just at the end, ask them if they want to keep their character, and if they say yes, just change their loc.
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In response to Seraphrevan
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Seraphrevan wrote:
Yeah, just at the end, ask them if they want to keep their character, and if they say yes, just change their loc. I'm don't mean like Z coordinates, I mean like they go to a diffrent map file. What would the coding look like? I know the coding for switching Z coordinates is loc=(1,1,2) THe reason im asking is because the orignal map is 2 small because of the title screen. So i'd have to do the above or put the title screen on the 2nd z cordinate, or just put black around the title screen, right? |
In response to FriesOfDoom
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Here are my thoughts on this:
You could create mobs for the title screen or an area for each individual mob on the title screen. Just do something with Click() like this: area Something like that would work. There are many ways you could do that. |
In response to FriesOfDoom
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#include "(name of map).dmp"
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In response to Kore2
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yeah i got the whole intire switching to the next Z coordinate but, what im asking is can you have the person teleport to another map file.
mapfile2 mapfile1 player on mapfile1 player teleports to mapfile2 possible? Note:I already have it done, I'm just curious about if you can do the above. |
In response to FriesOfDoom
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One thing I usually do for locating players and such is assigning tags to areas.
area/points Then once the tag is set you can just use that as a locating point! mob/Login() src.loc = locate("Point one") Just gotta set the area on a map, else you'd end up in a black screen. :P |
In response to FriesOfDoom
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It doesn't really matter how many map files you have, they all get set to the same series of Z coordinates in the game.
For example, suppose you have maps named 'town.dmp', 'city.dmp', and 'forest.dmp'. If each of those maps is 3 Z coordinates 'deep', then Z=1-3 will be 'city.dmp', Z=4-6 will be 'forest.dmp', and Z=7-9 will be 'town.dmp' Essentially, every included map files gets copied in alphabetical order into one larger map file for the game. (The compiler generates default turfs for areas outside the smaller maps if they are different X/Y sizes) |
In response to Destroy
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Hmn. Whats the default of world.max and maxy?
If it isn't set does it not generate extra turfs? or does it do that anyways? |
In response to Destroy
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Thank you thats what i was asking!^_^
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In response to Mechanios
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Mechanios wrote:
Hmn. Whats the default of world.max and maxy? world.maxx & world.maxy is the same as the "x" & "y" of the largest map. |