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Feature Request: Map Notes shared with other players

I don't know if this feature has already been added or not. It would be nice to be able to set map notes for other players. This way if we are handling a multi-faction type situation of our own devising and we have randomly placed elements someone might say stumble across a Gold Deposit and want to mark it for the team using a tool we provide them in the module. It would be nice if there was a simple parameter to set map notes for other people. I could then poll through the PCs and all on the same artificial team could have the same map note added to their maps.

Comments

  • flyinghtcherflyinghtcher Member Posts: 21
    Would be nice not to share map notes with everyone too, so two people in the same area with only one following a quest with a map note meant for them, wouldn't confuse the player not on that quest or at that point in the quest.
  • dwinblooddwinblood Member Posts: 38

    Would be nice not to share map notes with everyone too, so two people in the same area with only one following a quest with a map note meant for them, wouldn't confuse the player not on that quest or at that point in the quest.

    Yes. That would be good. Basically complete control over WHO should see a map note would be nice.
  • SherincallSherincall Member Posts: 387
    Aren't map notes just local variables on the PC? Which means that you can check for changes in a HB script and if a note was added/removed, update it for all other PCs as well.

    With NWNX, you can hook CNWSMessage::HandlePlayerToServerMapPinXXX and signal a user defined event, so you don't need the HB at all - but that's just a bit of latency. This should all be doable in the base game already.
  • highv_priesthighv_priest Member Posts: 50

    Aren't map notes just local variables on the PC? Which means that you can check for changes in a HB script and if a note was added/removed, update it for all other PCs as well.

    With NWNX, you can hook CNWSMessage::HandlePlayerToServerMapPinXXX and signal a user defined event, so you don't need the HB at all - but that's just a bit of latency. This should all be doable in the base game already.

    The problem they actually have is that setting those variables will work, but the actual map pins won't become visible until the map is reloaded. So basically what they need is the initializer code which fires when a PC adds the map pin manually so that it loads immediately.
  • SherincallSherincall Member Posts: 387
    Ahh, got it! So you do need NWNX for a CNWSMessage::SendServerToPlayerMapPinCreated() call to force an update.
    Agreed that add/get/delete functions for map pins would be nice in base nwscript.
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