intermap teleport
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Please use the Github Discussions at https://github.com/exult/exult/discussions
intermap teleport
could intermap teleports some day also include an input for z?
being able to set a height in the destination would be useful for submaps of sewers, caverns, and stuff like that... I was just working on some sewers under a city in my mod and wanted to have basements of buildings at a higher level on the map, with the lower areas masked off with black floor shapes to keep them hidden... then while setting up a intermap teleport egg I saw it has no place to input the z height, so the avatar ends up in the dark-nothingness under the room I wanted him in.
thanks, matthew
being able to set a height in the destination would be useful for submaps of sewers, caverns, and stuff like that... I was just working on some sewers under a city in my mod and wanted to have basements of buildings at a higher level on the map, with the lower areas masked off with black floor shapes to keep them hidden... then while setting up a intermap teleport egg I saw it has no place to input the z height, so the avatar ends up in the dark-nothingness under the room I wanted him in.
thanks, matthew
Re: intermap teleport
Yes, that would be a good improvement. I think U7 didn't allow z-coords in teleport eggs, and we haven't gotten around to enhancing that yet.
Re: intermap teleport
You should add your request to the feature tracker at http://sourceforge.net/tracker/?atid=35 ... unc=browse.
This forum is a good way to get the developers attention on an issue but it will likely be forgotten in the near future unless it's recorded on the tracker, which might even be looked at occasionally.
(unless Marzo decides to add that feature in the next snapshot )
This forum is a good way to get the developers attention on an issue but it will likely be forgotten in the near future unless it's recorded on the tracker, which might even be looked at occasionally.
(unless Marzo decides to add that feature in the next snapshot )
Re: intermap teleport
I'm starting to work on this...
Re: intermap teleport
You should see this implemented in the latest snapshot.
Re: intermap teleport
thanks for working on this, but what I was really wondering about was setting z coords for teleporting between maps...
thanks, matt
thanks, matt
Re: intermap teleport
Maybe I forgot to do something. I'll take a look later.
Re: intermap teleport
I found this file in the CVS a while back,
http://exult.cvs.sourceforge.net/exult/ ... iew=markup
-where I see things related to eggs and the teleport and intermap teleport eggs... the parts that look like they are for intermap teleports do not have anything with a z value or whatever... examples I manage to dredge up:
----------------------------------------------------------------------------
336 case 7: // Teleport:
337 {
338 int qual = data1&0xff;
339 if (qual == 255)
340 {
341 set_toggle("teleport_coord", true);
342 int schunk = data1 >> 8;
343 set_entry("teleport_x",
344 (schunk%12)*c_tiles_per_schunk +(data2&0xff),
345 true);
346 set_entry("teleport_y",
347 (schunk/12)*c_tiles_per_schunk +(data2>>8),
348 true);
349 set_entry("teleport_z", data3&0xff, true);
350 set_spin("teleport_eggnum", 0, false);
351 }
352 else // Egg #.
353 {
354 set_toggle("teleport_coord", false);
355 set_entry("teleport_x", 0, false, false);
356 set_entry("teleport_y", 0, false, false);
357 set_entry("teleport_z", 0, false, false);
358 set_spin("teleport_eggnum", qual);
359 }
360 break;
361 }
------------------------------------------------------------------------------
372 case 11: // Intermap:
373 {
374 int mapnum = data1&0xff, schunk = data1>>8;
375 set_spin("intermap_mapnum", mapnum);
376 set_entry("intermap_x",
377 (schunk%12)*c_tiles_per_schunk + (data2&0xff));
378 set_entry("intermap_y",
379 (schunk/12)*c_tiles_per_schunk + (data2>>8));
380 break;
381 }
382 default:
383 break;
384 }
385 return 1;
386 }
----------------------------------------------------------------------------
there's a lot more lines of this sort of thing in other areas of the file, but to me it all looks like repetition of the same thing.
http://exult.cvs.sourceforge.net/exult/ ... iew=markup
-where I see things related to eggs and the teleport and intermap teleport eggs... the parts that look like they are for intermap teleports do not have anything with a z value or whatever... examples I manage to dredge up:
----------------------------------------------------------------------------
336 case 7: // Teleport:
337 {
338 int qual = data1&0xff;
339 if (qual == 255)
340 {
341 set_toggle("teleport_coord", true);
342 int schunk = data1 >> 8;
343 set_entry("teleport_x",
344 (schunk%12)*c_tiles_per_schunk +(data2&0xff),
345 true);
346 set_entry("teleport_y",
347 (schunk/12)*c_tiles_per_schunk +(data2>>8),
348 true);
349 set_entry("teleport_z", data3&0xff, true);
350 set_spin("teleport_eggnum", 0, false);
351 }
352 else // Egg #.
353 {
354 set_toggle("teleport_coord", false);
355 set_entry("teleport_x", 0, false, false);
356 set_entry("teleport_y", 0, false, false);
357 set_entry("teleport_z", 0, false, false);
358 set_spin("teleport_eggnum", qual);
359 }
360 break;
361 }
------------------------------------------------------------------------------
372 case 11: // Intermap:
373 {
374 int mapnum = data1&0xff, schunk = data1>>8;
375 set_spin("intermap_mapnum", mapnum);
376 set_entry("intermap_x",
377 (schunk%12)*c_tiles_per_schunk + (data2&0xff));
378 set_entry("intermap_y",
379 (schunk/12)*c_tiles_per_schunk + (data2>>8));
380 break;
381 }
382 default:
383 break;
384 }
385 return 1;
386 }
----------------------------------------------------------------------------
there's a lot more lines of this sort of thing in other areas of the file, but to me it all looks like repetition of the same thing.
Re: intermap teleport
Oops:-( I'll try to fix this soon.
Re: intermap teleport
I think it's fixed now.
Re: intermap teleport
it does indeed work now - thank you very much! being able to work with submaps from a top-down sort of direction is very nice when designing underground areas - much more versatility for how areas can be set up. I hope other people designing maps find it to be as useful as I have.