Difficult Question?: Making parties with no menus?

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So I've been thinking about this for a while and I can't figure this out. I want to make a party, a settlement-like object to be more specific, that takes the player straight to a scene when you arrived at it. Is this possible? Has anyone done it?
 
Lumos said:
Easy question. Make the menu to jump to a scene when initiated. :wink:
Right, I did try that on my own, but it gave me an error saying that the menu's name was not defined. I then checked the Module System Documentation and it says that the option to pick the menu is deprecated. How do I set the menu without using that operation?
 
Go in script_game_event_party_encounter, do the usual stuff and add the menu that will launch upon encounter.
Then make the menu to close itself when loaded, like this: (it's the old man talking menu from TBS)
Code:
  ("old_man_talk",0,"You shouldn't be reading this.","none",
	[(modify_visitors_at_site,"scn_conversation_scene"),(reset_visitors),
	(set_visitor,0,"trp_player"),
	(set_visitor,26,"trp_old_man"),
	(set_jump_mission,"mt_conversation_encounter"),
	(jump_to_scene,"scn_conversation_scene"),
	(change_screen_map_conversation, "trp_old_man"),
	],
	[
      ("return_to_map", [],
        "Return to map.",
        [(jump_to_menu, "mnu_auto_return_to_map")]
      ),
	],),
You can see I add a backup option for leaving to the map incase something goes wrong, but normally the menu should setup the conversations scene and jump to it. You can use something like this. Also look at "menu_auto_return" to see another example of an "invisible" menu
 
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