When you create the exit point don't select a different map but instead type in the current map name. I created a test map that has a room with an entrance point 0 and 3 exit points to 3 different rooms (entrance points 1,2 and 3), each of which has an exit back to entrance point 0 in the first room. You can also have multiple entrance and exit points on the same map. If you want the party to be able to go back to Dungeon A, create an exit point in Dungeon B where you select entrance point 1 in Dungeon A. All you have to do is create an exit point in Dungeon A where you select the entrance point 1 in Dungeon B. In Dungeon A you have entrance point 1 where the party starts and in Dungeon B you have an entrance point 1 as well. Say for instance you have 2 dungeons, Dungeon A and Dungeon B. I think you should be using single digits. Put an exit from the 1st to the 2nd and one from the 2nd back to the 1st and if you look on STEAM under the DUNGEON MAKER thread I started, when I went to reload the dungeon to playtest the transition, it loads black and grey polys and the party is dead. I had the 1st floor completely done and tested, then built a 2nd floor. I have absolutely no clue what happened to my 1st dungeon. A 2nd dungeon, would start 020101 for its primary entry. Then the exit to the 2nd level would become 010201 and the exit from 2nd level back to 1st would be 010102. I was thinking of using a 6 digit code 010101 for the 1st dungeon, 1st level, primary entry. What is the precise format to be used, when designating exit/entry points? As in, if I use a single digit to designate the point, what if I make multiple dungeons/modules? If I use for ex exit 2 to entry 2 in module A how will the game know whether I mean entry 2 in which module? Since each level has to be remapped and the file named, what ties file "BCD" to "ABC" and not to "XYZ"?
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