This is the Infinite Maze, which consists of two sets of 4 identical sections. Each section contains four doors, corresponding to the four directions; North, East, South and West. Every time the PC exits one of the doors, the direction (N, E, S or W) of the used door is stored in an array that contains the sequence the PC has created until then. The sequence may look like this: NNSE. Another check is made to make sure that the sequence of doors used by the PC is the correct one. This is done by comparing the active array with one or more initial arrays (e.g. NNSEWESSSE). These initial arrays contain the sequence of doors to be used to create one of the exit portals. Whenever the active array equals one of the initial arrays, an exit portal is created. There are two initial sequences, the exit-sequence and the Wizards Room-sequence. The Wizards Room contains a candle that can be used to alter the initial sequences.
Please see the ReadMe file for additional information.
How much I like this idea, though I do wonder, when I imported this area it said that it was missing the sources/files that you were using to check who was where and stuff....can I happily ignore that? Or is that a small error during compilation? _________________________ Head DM of The Forgotten Islands
Posted by Etarnon ( 69.135.xxx.xxx ) at 2004-06-04 17:27:00
If I can get it to work, we'll use this for the Land of Etarnon (roleplay) after we finish beta testing.
I'm wanting to convert this to an infinite desert system, or plains, as an edge of the world barrier. or something like "you go another 20 miles and all you see is desert" (without having to map 40 desert areas) Thanks.
Hi,
just a quick correction. In the readme file I showed how you can create your own maze-area from scratch in 9 steps. I seem to have forgotten 1 essential step, and that is that you have to setup an area transition for the 4 doors. In the properties menu for the doors, go to the Area Transition tab and choose another door as target, and enter a tag-name. Since the ma_area_oex overrules the area-transition, any tag-name can be used, for instance DT_1_1. The procedure should now look like this:
Creating your own areas from scratch, using the scripts:
1. Create an area called 'Maze'.
2. In the area properties menu, select the tab events and place ma_area_oen in the OnEnter event and ma_area_oex in the OnExit event.
3. Create one door for each direction (N, E, S, W).
4. The naming for the doors (the tags) should be DT_area number_door number (doornumber corresponds to a direction, 1=East, 2=North, 3=West, 4=South).
5. In the OnTransitionClick (or OnAreaTransitionClick, I'm not sure) event place the script ma_dt_ocl and in the OnOpen event place the ma_autoclose script.
6. Setup an area-transition in the Area Transition tab and select door to be the target. Enter DT_1_1 as the target.
7. Make all the doors plot items, so they can't be destroyed.
8. Create 4 waypoints for the creation of props (see above, ranarea). These should have tags named as follows: WP_PROP_area number_wp number). The first should be WP_PROP_area number_1, while the last should be WP_PROP_area number_4.
9. Create 2 waypoints to mark the location where the exit portals should appear. In this case there are two different exit portals, so these waypoint should be named WP_EXIT_area number_1 and WP_EXIT_area number_SECRET.
10. Save the module.
Hi there DarkStrom_Inc,
great to see that you want to use it. If I'm correct however, it's already working with HotU installed. I'm currently adjusting the scripts to improve the Maze. I'm also planning on creating more different areas, because I think the maze itself is a bit boring. I think it will be better if the maze is used in quests. Then NPC's can give hints about the maze-sequence.
But you (and other people) are welcome to make adjustments yourself where you see fit, but when you do, please give credit where credit's due.
I deffinately want a copy of this when you get it working for HotUIndeed - Teal'C, SG-1 _________________________ I have read of a place where humans do battle in a ring of jello - Teal'C, SG-1
While testing it appeared that the starting location was gone after importing the erf-file. This can be solved by manually creating a start-position with the editor in the area called maze_entrance. I also forgot to say that this version will likely only work with HotU installed.
Currently I'm working on an improved version of the Infinite Maze. The number of areas will be increased to 8. This will improve the feeling that the maze is truelly (near) infinte. I'm also going to rewrite some of the
scripts, so that I don't need 4 different scripts for the 4 different doors, but rather 1 general script. Furthermore I plan on writing some custom functions that can be used to randomise the area to which the PC will be transported. Hopefully this will be done by the weekend. Other plans include random creature spawning to get a bit more action. But this may still take a while. I hope you like this maze and I will do my best to keep improving it. So please let me know what you think of it.
Sandular
You must be Logged In to post comments in this section.