Idea: an invisible map
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Idea: an invisible map
I have an idea concerning an invisible map. There is a
The initial map and all sprites appear on
While the game is played on map 1, a different map with different sprites can be assembled on map 2.
Only one map can be visible at a time. When map 2 is made visible, map 1 becomes invisible. When this happens, the player is suddenly on a new map. It's a lot like
This feature could also be handy if a player was fighting in two distinct, unconnected areas. All the combat on map 1 would be resolved, then combat on map 2 would be resolved. The maps would keep changing,
EDIT: Also, I wish [replace_map] had an x,y= parameter so the map could be centered anywhere as it appeared.
Thanks.
[map_1]
and a [map_2]
.The initial map and all sprites appear on
[map_1]
, as this map is visible=yes
by default. Map 2 is visible=no
by default.While the game is played on map 1, a different map with different sprites can be assembled on map 2.
Only one map can be visible at a time. When map 2 is made visible, map 1 becomes invisible. When this happens, the player is suddenly on a new map. It's a lot like
[replace_map]
and [scroll_to]
, but the change is instantaneous instead of taking a second or two.This feature could also be handy if a player was fighting in two distinct, unconnected areas. All the combat on map 1 would be resolved, then combat on map 2 would be resolved. The maps would keep changing,
[map_1]
then [map_2]
, every turn. This could allow for some interesting scenarios. For example, while the main army attacks the tower of unspeakable evil, providing a distraction, a small squad could infiltrate a nearby volcano to destroy something important, such as a magic ring or whatever.EDIT: Also, I wish [replace_map] had an x,y= parameter so the map could be centered anywhere as it appeared.
Thanks.
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
Re: Idea: an invisible map
You can use "terrain mask", which is quite fast. You can combine it with any event you like and set map1 or map2 to 0/1 or visible / notvisible. You could even define starting variables. So if the player moves to a new room or area, set the other area back "black" and create the new one in front of him. So far I've used it to create a random infinite exploration modus. I don't think you need lua for that.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Idea: an invisible map
Thanks for the tip, Heindal. I read the Wiki, but it didn't help me understand how to use terrain masks for fast transitions between maps. After reading your post, I created a thread in WML Workshop called "transitioning between maps within a scenario." Here is a link:
https://forums.wesnoth.org/viewtopic.ph ... 95#p659595
I would appreciate it if you would post an example in that thread for me to study. My depth of WML knowledge is not very deep, so I might benefit from a simpler example that makes sense over a complex example that I may not understand.
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
Re: Idea: an invisible map
Sure, here you go:
As you see x,y=1,1 is the starting variable, where the replacement takes place. You can just design, save and open a map file in an editor and than copy it right under the usage=map.
You can of course nest this code inside a if then or switch. I use this in the scenario "Sewerage3" in Strange Legacy if you like a bigger example (see attachment). Note that I used the variables $dungeonx,$dungeony in that scenario.
It's based on an idea which was discussed by papasmurfreloaded, I think it was in the multiplayer forum, but I haven't found the original thread.
Hopefully this will help you. Good luck.
Code: Select all
[terrain_mask]
x,y=1,1
mask="border_size=1
usage=map
Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Wwr, Wwr, Wwr, Wwr, Wwr, Ur^Edt, Ur^Edt, Ur^Edt, Wo, Wo, Wwf, Wwf, Wwf, Ur
Xoc, Xoc, Wwr, Xoc, Wwr, Wwr, Wwr, Wwr, Wwr, Wwr, Ur, Wwr, Ur^Edt, Ur^Edt, Wo, Wo, Wwf, Wwf, Wwf, Wwf, Wo, Wo
Xoc, Xoc, Xoc, Wwr, Xoc, Wwr, Xoc, Xoc, Ur^Ys53, Ur^Ys51, Ur, Ur^Edt, Wot^Edt, Wot, Wwf^Edt, Wwf^Edt, Wwf^Edb, Wwf^Edb, Wo^Edb, Wwg, Wwg, Ur
Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Ur^Edt, Ur^Ys51, Ur, Ur^Ys51, Wwrg^Edt, Wot^Edt, Wwf, Wwf^Edt, Wwf^Edt, Wot, Wot^Edb, Wot^Edb, Wot, Wwg, Wwr^Ys53, Ur^Edt
Xoc, Xoc, Xoc, Xoc, Ur, Ur^Edt, Ur, Ur, Wot, Wot^Edt, Wot, Wwrg, Wwrg, Wwf^Edt, Wot, Wot^Ys51, Wot, Wot, Wwr, Wwr, Wot, Ur^Edt
Xoc, Xoc, Ur^Edt, Ur, Ur^Edt, Ur^Edt, Wot^Edt, Wot^Edt, Wot, Wwf^Edt, Wwf, Wwf, Wwrg, Wot, Ur^Edt, Ur^Edb, Ur^Edb, Wwr, Wot, Wwr, Wwr, Wwr
Ur, Ur^Edt, Ur^Edt, Ur^Edt, Wot, Wot, Wwf, Wwf^Edt, Wwf^Edt, Wwf^Edt, Wot^Edt, Wot, Ur^Edt, Ur^Edt, Ur^Ys53, Ur^Edb, Ur, Ur^Edb, Wwr, Wwr, Wwr, Wwr
Ur, Ur^Edt, Wot, Wot, Wwf^Edb, Wwf^Ys52, Wwf, Wwf^Edt, Wot^Edt, Wot^Edt, Ur^Edt, Ur^Ys53, Ur^Edt, Ur^Edt, Ur, Ur^Edt, Wwr, Wwr, Wwr, Wwr, Wwr, Wwr
Wot, Wot, Wwf, Wwf, Wwf, Wwf, Wot, Wot, Ur^Edt, Ur^Edt, Ur^Edt, Ur^Edt, Ur, Ur^Ys53, Xoc, Xoc, Xoc, Xoc, Wwr, Wwr, Wwr, Wwr
Wwf, Wwf, Wwf, Wwf, Wot, Wot, Ur^Edt, Ur, Ur^Edt, Ur^Edt, Ur, Ur, Xoc, Xoc, Xoc, Xoc, Wwr, Wwr, Xoc, Wwr, Wwr, Xoc
Wwf, Wwf, Wot, Wot, Ur^Edt, Ur^Edt, Ur^Edt, Ur^Edt, Ur, Ur, Xoc, Xoc, Xoc, Xoc, Xoc, Wwr, Wwr, Xoc, Xoc, Xoc, Wwr, Xoc
Wot, Wot, Ur, Ur, Ur, Ur, Ur, Ur, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Wwr, Xoc, Xoc, Xoc, Xoc, Wwr, Xoc"
[/terrain_mask]
You can of course nest this code inside a if then or switch. I use this in the scenario "Sewerage3" in Strange Legacy if you like a bigger example (see attachment). Note that I used the variables $dungeonx,$dungeony in that scenario.
It's based on an idea which was discussed by papasmurfreloaded, I think it was in the multiplayer forum, but I haven't found the original thread.
Hopefully this will help you. Good luck.
- Attachments
-
- sewer3.map
- added this one, you can use this to test the scenario.
- (1.5 KiB) Downloaded 269 times
-
- Sewerage3.cfg
- (54.15 KiB) Downloaded 260 times
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Idea: an invisible map
Thank you! Wow, this method works fast. This is exactly what I wanted.
Why
x,y=1,1
and not x,y=0,0
? Just curious.I couldn't get it to work at first, but then I removed
border_size=1
and usage=map
and it worked. Maybe those keys are being phased out? The Wiki says they will be ignored, but they weren't; they stopped the game from loading. I'm using BfW 1.15.6.
From the Wiki:
- usage, this should be 'map' for a map and 'mask' for an overlay mask
(Version 1.13.12 and later only) These keys are now deprecated and will be ignored if present.
- border_size, the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
Re: Idea: an invisible map
Ah I admit I don't use 1.15. I can't tell you why it won't work. 0,0 is outside of the map, the first adress-able variable is 1,1.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Idea: an invisible map
Oh, okay. 0,0 makes sense now. Thanks.
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.