Plugin Help?

I was working on a plugin, and when I used the "Build Release" button, it wasn't saved to the plugins folder. What am I doing wrong?

Also, how do you link maps to each other? I can't figure it out.

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-Drink coffee. Do stupid things faster and with more energy.
-The voices don't like school.

(This message has been edited by Nadir I (edited 11-22-2003).)

(This message has been edited by Nadir I (edited 11-22-2003).)

(This message has been edited by Nadir I (edited 11-23-2003).)

To your first question: the plugin is built to whatever path you choose. When you build a release you get to choose where it goes. Even after you build it though, you can still move it.

The second question: In your map location under the "Additional" tab you'll find a section labeled "Auto-switch when player reaches...". You can select a location to jump to when the player reaches the north border, the south border, etc. Make sure that the two maps that you link are linked in a way that makes sense (one is east border, the other is west border). Finally, make sure to block access to tiles along the sides of maps that are NOT linked to other maps. Sometimes CS doesn't like it when you get to the edge of the map and there's no link to another map there. Solution: Don't let the player get to any edges that aren't linked to other maps. Hope some of this was helpful!

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CI-I@()s
(url="http://"http://www.world-of-cha0s.hostrocket.com")The Homepage of Cha0s(/url)

Quote

Originally posted by Nadir I:
**when I used the "Build Release" button, it wasn't saved to the plugins folder. What am I doing wrong?

Also, how do tou link maps to each other? I can't figure it out.**

Do a file search on your computer. A folder with the name of your plugin was saved somewhere. As CHa0s said, you can chose where you want it to be for future saves.

CHa0s gave you one way to "link maps to each other" which works if the map dimensions are the same and have coresponding access areas. Sometimes they are not, or you might be going from an existing PoG map to a new area. In those situations, you use "change map cell" and link that movement tile to an event which has two items. 1.) teleport to new map. 2.) map position X, Y. The new map will also have to have similar tiles which send the player back to the original map. This system is also used to enter caves (or rooms) and get back out again because the entry / exit is seldom at the edge of the map. If that is not clear, please ask for more details. ~RD

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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
(url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

RD, change map cell?

I just have a local event to either teleport to a different map or change map position in the same map with a fade out - fade in.

Do you have a better way?

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-- Debra
Danillitphil Productions
(url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

Quote

Originally posted by Debra:
**RD, change map cell?

I just have a local event to either teleport to a different map or change map position in the same map with a fade out - fade in.

Do you have a better way?**

When a mouth of a cave has a number of access tiles across its opening, or when you are leaving an existing PoG map by way of a newly created "path" to new territory, I found it easiest to designate those tiles which would be the step-off points, and asign the teleport function to them by means of the event link which is at the bottom of the "change map cell" editor. This is particularly true for a plugin load call where the "change map cell" directives are just added to the load call event list. I don't know if a "local event" can be added to an existing parent-game map. I believe that a "local event" can only be used in the original construction of the map. Nadir I is working on a plugin.

Perhaps you would like to describe how the "local event" works to make this whole picture complete. I'm sure there are some here who are not even aware of this function. I have used the local event feature, but found the method I outlined above to be more secure.

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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
(url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

Hmm... Thanks, that makes sense. But I did a file search, and it wasn't there. Is this because I haven't registered Coldstone yet?
Also, I'm trying to make a map that connects to an existing PoG map, but the maps don't show up in the "maps" folder.
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-Drink coffee. Do stupid things faster and with more energy.
-The voices don't like school.

(This message has been edited by Nadir I (edited 11-23-2003).)

Oh, yes, RD, I had forgotten that a plugin is being made. (I know, I know, I'm old!! :))

When you're in a map, you can easily have local events and global events. You can click on the bottom of the window when you have "Events" open to create a new local event. By local, I mean an event that only runs in that map. (You won't find local map events in the Events/defs folder.) For instance, I can link a tavern to a map, and through globals from the map and item wizard/NPC control in the tavern's location window, I can determine where what items and NPCs go where according to the Player's level and my global task setup.. BUT, the event to teleport the Player will be a local map event.

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-- Debra
Danillitphil Productions
(url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

Quote

Originally posted by Nadir I:
I'm trying to make a map that connects to an existing PoG map, but the maps don't show up in the "maps" folder.

No, only your maps will show up there. You have to know the name of the map you wish to go to. When you pull the teleport task into your event list, you will see a list of all the locations available (in your plugin and the parent game.) One way to know the map's name is to use "PoG Dev Tools" which I highly recommend. You can download a copy (url="http://"http://stark.evula.net/plugins/dev_tools.htm")here.(/url)

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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
(url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

Thanks a lot! I am really new to Coldstone, and don't understand a few things, though.

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-Drink coffee. Do stupid things faster and with more energy.
-The voices don't like school.