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generating levels?
I've always wondered, how does kingdoms make all it's playerhouses, ship levels and treasure maps? I mean, do they have some sort of big archive in a folder, which triggers a level higher each time one is created (eg. playerhouse_105.nw to playerhouse_006.nw), or is there some sort of way that you can generate levels?
Any ideas anyone? |
Uses copylevel I think.
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Yep, copylevel.
It just copies a template level to a new name, counting the number of current houses and then adding the next number to the end of the new level name. |
is it a graalscript command?
if so how would you use it in an NPC? |
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NPC Code:copylevel levelname,newlevelname; |
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Anyone else have any ideas on what the command might be? |
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Graal Kingdoms also has that Terrian Generator. It randomly does levels by that long number. It's quite fun actually seeing what you can generate.
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Tell him how to use it correctly?
I think the newly created level must not be in levels, but a subfolder... ? Dunno. |
Thats correct. The folder you're copying to can't be the same you're copying from...
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so, i would put an npc in the DB and make it go something like this?:
NPC Code: |
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...if only the search button still worked, there are a couple of threads about this topic already |
ya, i got copylevel to work, and the level is in levels/copiedlevels/
I've set the folder config to 'level levels/playerhouses/*.nw' but it says the level doesn't exist when i use warpto 30 30 copy1.nw. Anyone know the problem now? |
Don't start with levels/ It is kinda allready in levels... all you need is
NPC Code:level playerhouses/*.nw |
copylevel inside_copies/tent_original2.nw,inside_copies/tent_#s(server.tent).nw;
I used that for the tent on Valikorlia. |
ok? your point?
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Does a level auto update itself when i copy a other level over it?
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