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doomguy

help with phases in between maps

11 posts in this topic

hey, so i need some help with getting a phase to work between maps,

i have the map on the workshop, ready to go, visible to friends, 

if anyone could check it out and help me with it, i can add you as a friend

add me and i'll explain in detail

the map is already spawning where at the point the problem is so it's pretty straight forwarding

also, i think it's easier to just look at how the map is set up, i think, than explaining it

anyone?

help would be great. it's the last issue with the map before i can have it ready to release whenever

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I wish i could help you but i ´m missing 

time.

Call me on steam sometimes so that

i don ´t forget and i ´ll try to help you

when i have some time.

 

we need to start the teleportation

code and portals from scratch .

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The teleportation was blocked because

some quest was set as -final=true and

another earlier quest was parented with it

and not as a side quest.

 

so when making quests in code ,

always make sure that the very first quest

have no parent and never set it as -final=true if there ´s other quests after this one.

then, always set the last quest as -final=true .

 

now if you want to add a new quest,

make sure to not break the quests order

and check if the first quest have the -final=false setting and that the last quest

have the -final=true setting.

Also be careful when you set the -parent=

parameter , always set the parent as the previous quest.

the second quest is a child and the first quest is the parent.

 

you can also make side quests when you

set the same parent in many quests.

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Just to explain to users.

Now your project have two maps in it.

so each map needs at lest one different

pxsl quest script dedicated to each map.

(you can add multiple scripts for one map

but it makes things less clear).

For example, the first map is called

map1 and the second, map2.

Make sure to place two folders into your

project /data/quests directory.

one folder named as map1 (your exact first map name) and the other folder, named as map2 ( your exact second map name).

now, in the tool ´s quest assist (star icon) , right click and add a new pxsl script and save it into the data/quests/map1 then add another Pxsl script into the data/quests/map2.

(when you create pxsl files, make sure to 

Click on refresh in the bottom of the browse folder ´s window to make sure you don ´t save scripts in the wrong project

location, data/quests of your active project).

 

(make sure to delete this default code "-source or =source "

in the quest code window to avoid 

an error).

then, save the project and reload the tools.

once you restart the tools, click on the yellow star icon then double click on

the quests to open the code window

then edit.

 

You could compare your project quests

as pages of a book.

one quest = one page,

and if you have two maps in the same project, this is chapters of the book.

now, the first page of the book (first quest) should have the -final=false parameter.

now place the -final=true in the last page of the book , not at the end of a chapter.

so if you have two maps,

the first map ´s quest is set as -final=false

and the last map ´s quest of the project ´s gameplay will have the -final=true.

so the first quest is inside the first map ´s quest script and the final quest is in the

last map ´s quest script, this is another

script but it is the continuation of the first map, it is the chapter 2 in the data/quests/map2 "myLastMap".pxsl

file.

 

Now if you want to make the tome 2 of this book serie, create a new project.

 

Book =project

page =quest

chapters =maps in the same project.(each map need to have his own script inside data/quests/ map1 or 2 /map1 or 2 .pxsl).

tomes = new projects in a serie.

 

Don ´t get me wrong, you can make

chapters in a single quest or for each quest, a new chapter.

I just tried to compare a book with

the quest tool cause developers (programmers)

wanted it like a book but on the other hand, quest designers have to

deal with game engine limitations

that ´s why they use workarounds

in the code, they change the book

structure so that it fits with the game

cause there ´s other rules in the game.

In the gameplay, this is more like 

huge quests, not like a book

with short pages, they use 30 or

60 pages for one quest.

So you will never see a book with 

one page that contains 3 chapters in it.

this is where the comparison of the book and quest code ends.

 

 

Edited by cr1m3

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Never make two or more maps in one 

project!

Except if you need to optimize

the maps because they are huge with 

a lot of objects and the map gets laggy.

 

why, because it is hard to work on two

maps with the tools and loading the other

map within the tools make the tools crashing often.

Also making map portals is a unnecessary 

painful task and linking the quest with portals make things even harder.

 

so stick with one map with local portals if you really need portals .

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thanks the the help so far

i failed to see you where writing on the forums here.

 

 

i have to use two maps though because my first map takes place above ground

and my second map takes the player below ground.

and with the "no spawn below terrain" bug, choices are limited

 

all i'd like is to have a quest start in one map and finish on another.

on first map say "goto that sensor on map two"

and show on the mini-map that the player has to pass through the portal to get to the sensor (on the other map)

this scripting style of these tools is not the most friendly i can tell you that

Edited by doomguy

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4 hours ago, doomguy said:

thanks the the help so far

i failed to see you where writing on the forums here.

 

 

i have to use two maps though because my first map takes place above ground

and my second map takes the player below ground.

and with the "no spawn below terrain" bug, choices are limited

 

all i'd like is to have a quest start in one map and finish on another.

on first map say "goto that sensor on map two"

and show on the mini-map that the player has to pass through the portal to get to the sensor (on the other map)

this scripting style of these tools is not the most friendly i can tell you that

Yeah, i understand now why you needed

two maps.

Can you test a underground spawn fix?

Just open any spawnpoint and quest hub

respawners (black flag) then in their attributes, check use navmesh.

Now the spawners will use navmesh to spawn the player and this should fix underground falling player.

 

If it works, you can use the site map 

for both terrain and site locations.

 

Cause even if you make two maps to fix the underground falling glitch, 

this will not fix player respawn when the player dies.

 

But if you want to keep two maps,

look how i set portal objectives and add new ones to tell the player to go

trough portals from terrain to site then terrain.

I set the first map as site map so you need to change map order in the 

campaign script (campaign_custom_workshop.scr) located in your project /data folder.

http://steamcommunity.com/workshop/discussions/18446744073709551615/517141807565468063/?appid=239140

 

Put the terrain map on top of the map list.

Edited by cr1m3

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Cause even if you make two maps to fix the underground falling glitch, 

this will not fix player respawn when the player dies.

im not sure what it doesn't fix, but i was spawning above ground always

because i placed a ground in each map, under the levels

 

i tried the spawn on navmesh it seems to work for now (hopefully it doesnt break with something else)

but still, i'm much more inclined to use the two maps, now that they're built

and it seems easier to just fix the quests than moving stuff around,

i'd also have to make a hole in the ground and that could bring up more problems

 

ill check your quests from the files you sent me and see if i can change it to go back and forth between the maps

thanks

Edited by doomguy

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The last bit of quest code of the first map should look like

 

	 ,goto _ MapPortal PortalToHellTrainStadium -distance=5
	            ,door MapPortal PortalToHellTrainStadium
	

 

(,door phase may not be necessary )

and the code should be like this on the 

next map on the other side of the portal

quest LoadingScreen -level=hell_training -leading_portal=PortalToHellTrainStadium -parent=FindThePortal -final=false
	
Edited by cr1m3

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Assuming there ´s a new objective phase

like kill or goto

once the player is on the other side

of the portal.

Leading portal is set within the quest parameters of the second map

path or objective.

And you can write the code without

leading portal , it ´s up to you.

 
Sorry but the forum is glitching,
i had to post this on two posts
because of the embedded code
that was deleting the text below 
the code.
Edited by cr1m3

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Also,

you need to make sure any quest code

is in the good quest pxsl script.

I mean, when you have a quest on the terrain map , check in the quest assist window on the right side of the screen

where quests with star icons are visible

, check the quest script name on the very

right side of the quest assist ´s quest lines,

you should see which quest is in which pxsl script.

So all terrain quests should be in the terrain pxsl script and all site map quests

should be in the site pxsl script.

Then , for the quest order, all is done by

parenting the quests with the -parent=

parameter also -final=false for the very first quest of all maps and -final=true for

the very last quest of all maps in your project.

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