Basic Ryzom Ring Scenario Building Guide

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rme2001
Posts: 26
Joined: Sat Sep 02, 2006 10:22 am

Basic Ryzom Ring Scenario Building Guide

Post by rme2001 »

Building a Basic Scenario Guide

The reason i decided to write up a short guide on creating a basic scenario is that the manual covers all the options you have for creating, however it doesn't give any working examples. Its really easy to create your own scenes once you get the hang of it and it would be a waste that certain people give up on it or don't start because they don't get how it works.

(Make sure you read the Ring Manual before continuing, you can find it here)

I'll take you trough the step by step creation of scene that uses all the options currently available in the ring.
Feel free to work with me every step of the way, it will give you a better feeling what i'm talking about and a better general feeling for the Ryzom Ring editor.

1. Getting Started

Provided you all know how to get into the editor, we are gonna start off picking a map to create our scenario on. Make sure you pay attention to the following :
  • Pick a scenery style that fits your story
  • Pick a map that is the right size and layout for the start of your story.
  • Pick a Season for your story, or uncheck "manual season" to make the seasons match with the server. NOTE : You can't simply change season settings later on.
For this guide i advice you pick a location with a decent ammount of open space, so you've got enough room to work with.

Once you've done all the above, just press ok and it will start loading the editor.

2. Creating a Camp

In this part i'm gonna quickly run over setting up a camp where our story can take place.
Follow the following steps :
  1. Create 3 tents of your favorite race (tens can be found in your Palette window (press P) under Objects->Tents)
  2. Create a campfire right in front of you (campfire is under Objects->Civilian Clutter)
  3. Position the tents at 0 - 90 and 270 degrees of the campfire (North, East and West) Take this opertunity to get yourself familiarized with the move and rotate commands (you can quickly switch by using the M(ove) and R(otate) keys on your keyboard, or by rightclicking on the selected object.
  4. Lock your Objects by clicking on the House with the open lock on the top of your screen.
  5. Create 2 civilians of your favorite race (They are found under Entities->People->Civilians in your palette) For easy reference, name one Camp Welcomer and one Camp Chef (Right click on them and select properties to change name)
You can add some more random stuff like boxes,bags, ect.

3. Creating our first interaction

In this part we will make the Camp Welcomer welcome anyone that wanders into the camp. Take the following steps :
  1. Goto your Palette, select the little tab with the Gizmo icon and open up the trigger list
  2. Select a zone trigger and place it in the middle of the camp (its ok if its over the campfire and the civilians, you won't see the zone anyway when you are playing.
  3. Now it will popup 2 things : A help dialog and the properties of the zone trigger. Close the help dialog for now.
  4. In the properties window you will see 3 settings: Name,Cyclic and Active. Lets leave the bottom 2 alone for now only change the name to "CampZone"
  5. Close the properties window by pressing the X in the topright corner.
  6. Now select a corner of the "Campzone" zone and drag it to outside the camp. Repeat this for the 3 other corners, the result should be that you got a big square zone with the camp and the people inside it.
  7. Now go to back to your palette (reopen it by pressing P) back to the Gizmo tab, open up the dialogs list, and add a dialog to the scene. Place it next to the Camp Welcomer.
  8. Again you will get the help window pop up (press ok) and the properties window.
  9. This time we are gonna change some more options, first of all, change the name property to "WelcomerDialog" then uncheck the "auto start" option and keep the "active" option checked. (Were unchecking "auto start" because we want to be able to tell it when to start)
  10. Now click on the "Edit Dialogs" button in the left top of the properties window
  11. You will get the dialog editor window, choose the "new chat" button in the top left.
  12. You don't have to change the "after" setting, cause we want our welcomer to greet right away. Change the "who" setting to "Camp Welcomer" (this means the Camp Welcomer will say the dialog)
  13. Then you can put what you want the welcomer to say into the "Says what" box. For now lets just make it something like "Welcome to our camp homin!".
  14. In the "To Who" option we would want to select the player, but thats no possible, so leave it at the "nobody" setting.
  15. Its also possible to let the character do an emote, so lets have him/her bow when the dialog is said. Choose the "bow" emote (its in positive gestures)
  16. Thats our dialog done, close the dialog editor and close the properties window.
  17. To make it all work we have to add an event that starts "WelcomerDialog" as soon as somebody enters "CampZone". Do this by rightclicking and choosing "Edit Events" on the "CampZone" icon(sparkling sphere with "!" in it).
  18. Now that the event editor is open, choose the "new event" button
  19. In the WHEN option it should allready say "CampZone triggered by player entering zone". If it doesn't, open up the dropdown box and choose: Zone Trigger -> Campzone -> Player Enters
  20. The WHAT HAPPENDS option should be empty, now we are gonna tell it to start the dialog. So in the dropdown choose: Dialog -> WelcomerDialog -> Start Script.
  21. Thats our event done, close the event editor.
  22. Right now is a good moment to save your work, choose "save scenario" in the main menu and give it a suitable name.
  23. Lets see if it all works, hit the "Launch Test" button (F8 shortcut).
  24. When you go into test mode, you will automatically enter in "Adventure Master Mode" i'm not gonna go into that too much in this guide, for now just know you can switch to "Player Mode" by using the bottom left joystick like icon that sais "Go to Test mode".
  25. Walk into the camp and see the Camp Welcomer bow and greet you a warm welcome :D
Here you have seen how you can make certain things happen when a player enters a specific area, this isn't just limited to letting characters say things, you can make creatures spawn, guards patrol or missions start when a player enters an area by just changing the WHAT HAPPENDS condition in the Event editor for the Zone. Have a little play with it yourself, see if you can make The Welcomer Sit down when you walk into the camp ;)

NOTE: To get out of testmode again you first have to switch back to "Adventure Master" mode by clicking the big (hand with lightningbolt) button. Then press the "Return to Edit mode" button (F8 Shortcut) in the top left of your screen.

NOTE 2: Make sure to press the "Freeze objects in Scene" (House with open lock on top of your screen) again as soon as you come back into edit mode, otherwise before you know it you'll be moving stuff all over the place. (Silent request to Nevrax to make it save the state of the button)


During the week i will add more chapters to this guide, feel free to give feedback or add anything.
rme2001
Posts: 26
Joined: Sat Sep 02, 2006 10:22 am

Re: Basic Ryzom Ring Scenario Building Guide

Post by rme2001 »

Reserved for future expansion
rme2001
Posts: 26
Joined: Sat Sep 02, 2006 10:22 am

Re: Basic Ryzom Ring Scenario Building Guide

Post by rme2001 »

Reserved too.
rme2001
Posts: 26
Joined: Sat Sep 02, 2006 10:22 am

Re: Basic Ryzom Ring Scenario Building Guide

Post by rme2001 »

And another one bites the dust :D
netzz
Posts: 6
Joined: Wed Sep 13, 2006 7:37 am

Re: Basic Ryzom Ring Scenario Building Guide

Post by netzz »

Superfantastico!!!!!!!

Seriously needs to be stickied.

:-)
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