ID:170900
 
yes, i am a newbie at making games. im making my first one here.

my cuestion is, how is it that i get a players character to appear on a completely different map?

say for example, if a player were to walk into the door of an armor shop, they would appear on a completely different map that i have used just for the insides of buildings of caves or stuff of that such.
Why don't you just use other Z levels?
When you include multiple maps, they are all smashed together into a single map at compile. Each map is added on as new z layers. If you have two dmp files included, one which has a length of 2 for the z axis and one with 3 for z, you will end up at runtime with a single map that has a length of 5 on the z axis.
In response to N1ghtW1ng
um...sorry man..newbie here...i BARELY understood what he said.

i'ma need some directions here. v_v sorry.

when i want to make a certain area the "teleporting from" area, do i right click? if so, what do i click?
In response to Psychotic
ah ok

well you most likely have to make different Z levels.

obj
Teleporter
Entered()
src.loc = locate(1,1,2)


That should give you the basic understanding of it.
In response to N1ghtW1ng
N1ghtW1ng wrote:
ah ok

well you most likely have to make different Z levels.

> obj
> Teleporter
> Entered()
> src.loc = locate(1,1,2)
>

That should give you the basic understanding of it.


Bad bad code!

You probably wouldn't be entering an object. Unless it's a vehicle.

Plus, you forgot an argument in Entered().

turf
Teleporter
Entered(mob/M)
if(ismob(M))
M.loc=locate(1,1,1)

More like that.
In response to Airjoe
.> I was rushing....
In response to N1ghtW1ng
ok. now it is working.

do i add it in multiple times for each time i want a door to be added?

i know this doesnt transfer my character to a different map.

but is there one that transfers the players character to a different map?

by having multiple maps in a game would it reduce an ammount of lag a game has?(yes i do remember you saying it pushes them into 1 map..least thats what i got from what you said)
In response to Psychotic
Psychotic wrote:
ok. now it is working.

do i add it in multiple times for each time i want a door to be added?

i know this doesnt transfer my character to a different map.

but is there one that transfers the players character to a different map?

by having multiple maps in a game would it reduce an ammount of lag a game has?(yes i do remember you saying it pushes them into 1 map..least thats what i got from what you said)

hmmm *shrugs* I think the reason for making multipul maps is so its better organized maybe.... Like so if you have one huge map and then a super small one that when u edit the small map in the map editor. Its not like 100x100 as apposed to if it was just another z level of the huge map.

As for reducing lag I think having multipul maps doesnt do much. Since its all the same x and y values when it gets compiled.
In response to Green Lime
yes. but you see, i want the code that sends the player to the other map.

i know it is going to put them into 1 map when compiled. but im talking befor compiling.

i have 2 maps. i want map 1 to be world map. map 2 to be the "indoor" map. it will be the map that has all the insides of houses and such of that nature on it.

how can i make pointA on map 1 send the player to pointB on map 2?
In response to Psychotic
Psychotic wrote:
yes. but you see, i want the code that sends the player to the other map.

i know it is going to put them into 1 map when compiled. but im talking befor compiling.

i have 2 maps. i want map 1 to be world map. map 2 to be the "indoor" map. it will be the map that has all the insides of houses and such of that nature on it.

how can i make pointA on map 1 send the player to pointB on map 2?

Umm Tag O.o or the x,y,z O.o or well lookup locate() in reference.
In response to Green Lime
what do you mean by x y z?

if you are talking about the pixel_x and pixel_y...thats all i see...no pixel_z
In response to Psychotic
Psychotic wrote:
what do you mean by x y z?

if you are talking about the pixel_x and pixel_y...thats all i see...no pixel_z

I take it u didnt look up the locate() function in the reference. O.o other wise you should know what I was talking about the x y z.

locate() takes many different parameters. Of one of the parameters. are the x,y, and z. The locate finds the turf with those x,y,z variable values. U then either change ur loc to that or use the Move() function.

Please lookup locate() in reference.
In response to Green Lime
YES your are a really new newwbie at making games, go to options, set map size, and a screen will pop up, there will be 3 places where you type, the bottom says z, make it 2, then push ok, then push a arrow button that is under the fill button, that should bring you to the next map, and the cordinates should be (1,1,2) 2 for the second map.
In response to Tsonic112
i have it now. me an my bro were messing around.

the simple answer to what i was wondering would have been..

"when setting map size, set "Z" to 2, 3 or how ever many maps you think you need. then when you have done so, there are 2 boxes with arrows that you use to change maps. it is below the display for the icons."