A Development Tutorial: Chapter 05

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A Development Tutorial: Chapter 5
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Season All Seasons
Status Progress Stopped
Completion 75%
Authors Slowhand
This Chapter 05: Create a 2-Map Zone
More Chapters Title Page
Development Kit Setup
Making Maps
The World Map Editor
NPC Dialogues
Create a 2-Map Zone
Monsters, Loot, and Scripts
Tracking Quest Progress
Scenery Scripts
Dialogue-to-Quest Location
Chapter 10
Setup of Scripting Environment
Understanding Quest Scripts
Chapter 13
Dialogue: The "SAY" Menu
Chapter 15
Lockpick Cooldown
Repeatable Locations
Floating FA Text
Roulette Game
Dialogues vs Scripts
Simple Kill Quest
Chapter 21
Mysterious Stranger Perk
Perk Installation
Black Jack Game
Black Jack Installation
Sound Effects
Pro Tips
Notes {{{notes}}}


Step by Step:

  • Create second map and add it to the world.
    • Launch the Mapper and open a cave map. Save it to a different name. (I used: q_tut1_in) (q for quest, tut1 for tutorial1, and in for inside)
    • Launch the WorldEditor, Tools->Map Data Editor (Ctrl+M), Add New Map. Add q_tut1_in, and assign an ID similar to the previous one. (129 for me)
    • Tools->Location Editor (Ctrl+L), find the tutorial location (mine had PID 90) and double click to edit it. Add the new map with PID 129 to it. Now it should have 2 maps.
    • Save the World (Ctrl+S) and exit World Editor.
  • Link the first map to the second one:
    • Launch Mapper again and open the first map. (The one that will be accessed from the world map, I named it: q_tut1_out)
    • Add some Ent (Entry point) elements, and set their "EntireNumber" to 0. This is where the player will spawn when he enters the area from the world map.
    • Add a cave entrance, add the design elements, and add some Exit Grid (EG) element to the cave entrance. (They can be found at Tech panel)
    • Edit the Exit Grid's values: set "ToEntire" to 0, while set "ToMapPid" to 129 (the PID of the second map, the cave)
    • Now add some more Ent elements close to the cave entrance, and set the "EntireNumber" value to 1. This is where the player will spawn when he exits the cave.
    • The first map is set, save it.
  • Link the second map to the first:
    • Load the second map (cave).
    • Add some Ent elements near the cave entrance and set their "EntireNumber" to 0. Here will the player spawn when enters the cave.
    • Fill the entrance of the cave with EG elements with values: set "ToEntire" to 1 and set "ToMapPid" to 128 (the PID of the first map, q_tut1_out in my case)
    • Save the map and exit the Mapper.
  • Try it out:
    • Clean, delete world save files, and run the server.
    • Your character should be able to enter and leave the cave at his leisure.

Here are my maps: (images here soon)