Tag on main character throughout campaign: How to

Reinar

First time out of the vault
Aaaand me once again :D I was fiddling today with my new campaign and I found out how to keep tag on your main character between missions.

Each map you have has its "sister" porting map. On this porting map is just a "main dude only" spawn point with the tag you want to use, presumably "player", and one preserved trigger to send the player to the actual map.

Let's have an example campaign with a village map. You'll have two files:
1: map_village.map
2: port_village.map

1)
This is the map with floors, tents, crops etc. Put an action to set map_village to covered on your preserved trigger (like map exiting trigger). The spawn point doesn't have a tag.

2)
The porting map. You can just place a small black floor so you don't see yourself falling. Set the spawn point to "main dude only" and assign a tag you'd like to use later in the map_village. Create one preserved trigger to immediately go to map_village. I recommend ticking "allow vehicle" if you're going to allow vehicles in the other map as well.

In generic_mission.txt, assign a name only to the port_village map.
In campaign editor, place the two locations on top of each other. Even if player clicks on the map_village on the panel on the right side (it will be blank, but clickable), it will send him to the actual position of the village. But since the map_village is covered, he will always enter port_village.

You could create some "welcome" map for the porting maps. Like a road leading to the village, an elevator leading to a bunker etc. If there's no gameplay, use just instant port so you don't bother the player. Just to be sure, I'll also say that you don't need to use porting maps at all times, just when you want to actually use the player tag in the current map.


Note: forcing windowed speech on your char if the condition is "speech occurred" will crash the game. You can still divide it into 2 triggers and use variables. Wheeew!
 
"Note: forcing windowed speech on your char if the condition is "speech occurred" will crash the game. You can still divide it into 2 triggers and use variables. Wheeew!"


Yeah, this is exactly the type of problem I had mentioned before (on a different thread) about the speech occurred trigger. I believe it mostly fell on deaf ears. I'm glad you could cite an example of the problem. It is always best to separate into two triggers with variables when using Speech occured....
 
but doesn't the tag get stripped as soon as you enter the second map file. You said the main map has no tag on the spawnpoint.... Won't the tag from the 'porting' map get stripped as soon as you goto the next map file??? Having a hard time wrapping my head around this one...
 
No, leaving it blank will make sure it won't get any (new) tag. I could upload a piece of my campaign I am working at right now, or just make a short video showing it in action. Every map where I want to make skill checks or PC responses has one "loading screen", as I call it now, for assigning the tag.

I also tried 3-map nesting, adding tag "player" on first map, "player2" on second map and leaving it blank on the third map. Triggers in second map were broken, third map was ok. So if you assign the tag, it will do the known thing of tagging spawn point (and character, but triggers don't work on him anyway).
 
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