Guest Truper Posted April 28, 2007 Share Posted April 28, 2007 I'm not sure what the protocol is on this, since it is listed in both the outstanding bugs list and the fixed bugs list in the outstanding bugs thread, but with fixpack v3 installed, this bug still exists. When Brus spawned right after Valen told me about Bohdi's offer to meet me in the Graveyard, I got 8 copies of him. Fixpack is the only mod I have installed, so a mod conflict is not responsible. If details would be helpful, let me know, and I will post them. I never saw this with Baldurdash installed. Link to comment
CamDawg Posted April 28, 2007 Share Posted April 28, 2007 When Brus spawned right after Valen told me about Bohdi's offer to meet me in the Graveyard, I got 8 copies of him. IIRC, the multiple Brus issue was for the spawn after initially meeting Gaelan, not after Valen. If details would be helpful, let me know, and I will post them. Yes, please. SoA/ToB, patched, where did it happen, etc., etc. Link to comment
devSin Posted April 28, 2007 Share Posted April 28, 2007 Oh, no. It occurs after Valen. This one really was done ages ago. I can't remember if I fixed any specific bugs or if I just tightened up the code (really, really tight). Link to comment
Guest Guest Posted April 28, 2007 Share Posted April 28, 2007 Details: ToB, patched, BG2 Fixpack only mod installed. It happened in the Temple District, right outside Helm's Temple. The quest reward for the Unseeing Eye quest put me over the 15,000, so as soon as I exited the temple, Valen and I had our little chat, and then Brus showed up as usual, except that there were 8 of him. It didn't affect the dialog, and all 8 of him wandered away after the dialog was done. If it could possibly matter, in the party were Jahiera, Minsc, Keldorn, Aerie and Yoshimo. Link to comment
CamDawg Posted April 28, 2007 Share Posted April 28, 2007 The only changes FP makes here is to assign a "brus" DV to brus.cre and brus2.cre. The only Brus spawn post-Valen is from baldur.bcs, using brus3.cre (which has a brus3 DV): IF !Exists("BRUS") !Exists("BRUS3") Global("SpawnBrus","GLOBAL",1) GlobalTimerExpired("MakeBrusWait","GLOBAL") Global("ImTooSexyForThisBrus","GLOBAL",0) AreaType(OUTDOOR) Global("WorkingForAran","GLOBAL",0) Global("WorkingForBodhi","GLOBAL",0) THEN RESPONSE #100 ClearAllActions() CreateCreatureObjectOffScreen("BRUS3",Player1,0,0,0) // Brus ActionOverride("brus3",StartDialogueNoSet(Player1)) END Does Exist() work in unexpected ways? Does it fail like See() when run from the master game script? I know it's not how I would choose to do it, but I'm still not seeing how this block is able to repeat. Link to comment
Nythrun Posted April 28, 2007 Share Posted April 28, 2007 I've never used Exists() outside of an area script - to the best of my memory it can't check inactive areas. Link to comment
devSin Posted April 28, 2007 Share Posted April 28, 2007 This is my block: IF Global("SPAWNBRUS","GLOBAL",1) GlobalTimerExpired("MAKEBRUSWAIT","GLOBAL") Global("IMTOOSEXYFORTHISBRUS","GLOBAL",0) Global("WORKINGFORARAN","GLOBAL",0) Global("WORKINGFORBODHI","GLOBAL",0) Global("CHAPTER","GLOBAL",2) AreaType(1) AreaType(8) !AreaCheck("AR0800") !AreaCheck("AR2000") CombatCounter(0) !Exists("BRUS") !Exists("BRUS3") THEN RESPONSE #100 ClearAllActions() CreateCreatureObjectOffscreen("BRUS3",Player1,0,0,0) SetGlobal("SPAWNBRUS","GLOBAL",2) ActionOverride("BRUS3",Dialog(Player1)) END My guess is that it's more suckage with ClearAllActions() unintentionally clearing the current actions of the current block. Exists() should work fine, but who knows what funk is really going on behind the scenes. Link to comment
Nythrun Posted April 28, 2007 Share Posted April 28, 2007 That, or baldur.bcs getting a free few passes while the area loads (shrug) SetGlobal("SPAWNBRUS","GLOBAL",2) is a must though. Link to comment
devSin Posted April 28, 2007 Share Posted April 28, 2007 Valen shows up first, so the area should already be loaded. MultiBrus is not something that should happen, but it does happen. Stupid engine. Link to comment
CamDawg Posted April 29, 2007 Share Posted April 29, 2007 Cheers, will re-work for v4. Link to comment
CamDawg Posted July 2, 2007 Share Posted July 2, 2007 Added for v4: // Viccy can romance half-orcs; more multi-brus fixes COPY_EXISTING ~baldur.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~Race(Player1,0)~ ~Race(Player1,HALFORC)~ REPLACE_TEXTUALLY ~Global("SpawnBrus","GLOBAL",1)~ ~Global("SpawnBrus","GLOBAL",1) Global("CHAPTER","GLOBAL",2) !AreaCheck("AR0800") !AreaCheck("AR2000") CombatCounter(0)~ REPLACE_TEXTUALLY ~CreateCreatureObjectOffScreen("BRUS3",Player1,0,0,0)~ ~CreateCreatureObjectOffScreen("BRUS3",Player1,0,0,0) SetGlobal("SPAWNBRUS","GLOBAL",2)~ COMPILE_BAF_TO_BCS Link to comment
devSin Posted July 2, 2007 Share Posted July 2, 2007 Setting the global may break his dialogue (can't remember). I also don't think we need to extend the trigger list (like I said, it should be fine by default; I'm just notorious for *really* reinforcing stuff that tends to break). Link to comment
Kulyok Posted July 3, 2007 Share Posted July 3, 2007 SpawnBrus sets to 2 after the dialogue by default, no? (I'll check when I come home, and it's very probably all right in your code, but since I'm using this variable in Xan's dialogue, I am a bit paranoid this way). Link to comment
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