Domi Posted September 4, 2007 Share Posted September 4, 2007 Heya evereyone, I searched IESDP, but I didn't find anything appropriate. I was wondering how I can advance time in the game, ie the character sais "Let's go hunting", then say a week goes by? I guess I can use RestParty() if there is no good command for that. Link to comment
Kulyok Posted September 4, 2007 Share Posted September 4, 2007 I usually CTRL-T very quickly(advance game time per one hour) - a few seconds should do it. Link to comment
jastey Posted September 4, 2007 Share Posted September 4, 2007 I believe Domi searches for an ingame action. (I don't know any, sorry.) Link to comment
aVENGER_(RR) Posted September 4, 2007 Share Posted September 4, 2007 You can use the DayNight() action during a cutscene to manually advance the game time. However, this is somewhat inaccurate and you might be off by 24 hours depending on the current time of day. For example, the following script block advances the game time by either 48 hours or 72 hours, depending on the current time of day. If it's past noon already, then the time is advanced by 72 hours, otherwise by 48 hours. IF True() THEN RESPONSE #100 StartCutSceneMode() DayNight(NOON) SmallWait(1) DayNight(NOON) SmallWait(1) DayNight(NOON) EndCutSceneMode() END Check the "Bondari Reloads" cutscene in ToB for another example. Link to comment
Kulyok Posted September 4, 2007 Share Posted September 4, 2007 Ah, sorry! Yes, I use DayNight(MIDNIGHT) in these cases, as well. Link to comment
igi Posted September 4, 2007 Share Posted September 4, 2007 You could use the Time or TimeOfDay triggers and multiple blocks to get a more specific time advancement. Link to comment
Domi Posted September 5, 2007 Author Share Posted September 5, 2007 Thank you, guys! I was thinking about that one, it just didn't occur to me to do that multiple times! Thanks again! Link to comment
devSin Posted September 5, 2007 Share Posted September 5, 2007 Note that the SmallWait()s are necessary (DayNight() can't be chained, and without the waiting in between, most of them will be dropped and your children might die). Link to comment
Kulyok Posted September 5, 2007 Share Posted September 5, 2007 Oh! I've long wanted to ask this question: is there a list of actions that cannot be chained and need a Wait() after, somewhere? I know that it might be in IESDP, but I haven't found a sublist in bg2actions/triggers, and it might be useful. Link to comment
cmorgan Posted September 5, 2007 Share Posted September 5, 2007 I have searched for the same question for a good long time, but if it is in IESDP I have not found it yet. (It could be there, but if folks could help point it out, i would really appreciate it, too ). Link to comment
devSin Posted September 6, 2007 Share Posted September 6, 2007 Very, very few. I think there's only one or two others (was it TextScreen()? maybe RestParty()?). It's not something that should really ever happen (I'm pretty sure any other actions aren't going to be ones that you'd ever have a reason to subsequently call multiple times). EDIT: now that I think about it, it was almost certainly TextScreen() -- you can get away with it in cutscene mode, but outside cutscene mode, you always want to play it safe and stick a SmallWait(1) after any TextScreen() call when other actions come after it (DayNight() needs the waits even in cutscene mode, however). Keep in mind that DayNight() will tend to reposition the party (the same as resting will move the party around so they're roughly in the user-selected formation). If you're going to use it in a cutscene where you move the party (either moving to a new area or just JumpToPoint()), make sure you do your DayNight()s *before* repositioning the PCs (otherwise, you can't guarantee where they'll actually be positioned, and it will probably look like ass). Link to comment
Avenger Posted September 6, 2007 Share Posted September 6, 2007 Does DayNight perform a Rest action as well? I mean, will you get healed (at least partially), or spells get rememorized. Link to comment
Kulyok Posted September 6, 2007 Share Posted September 6, 2007 I implemented my DayNight() based on Cut41a(I think - I remember 41 part, but not a part) - the one when they travel to Brynnlaw. And there's no Wait() _after_ the last DayNight in either - just Rest() actions for all party members. Also, the party moves before DayNight - and it seems to work fine, too. I wonder. With TextScreen() and RestParty(), I always stick them last(but then again, it's impossible to make a good TextScreen(), since the original voice actor is not available, so I try to avoid this thing). Link to comment
aVENGER_(RR) Posted September 6, 2007 Share Posted September 6, 2007 Does DayNight perform a Rest action as well? No rest is granted, AFAIK. Quite contrary, the party may even become fatigued if enough time passes. This is most evident after the "Bondari Reloads" cutscene. I mean, will you get healed (at least partially), or spells get rememorized. Nope, the party's spells won't be restored and the characters won't be healed unless they have some form of regeneration (i.e. wearing a Ring of Regeneration or having a CON > 19). Link to comment
devSin Posted September 6, 2007 Share Posted September 6, 2007 Yeah, DayNight() literally just increments the time. I'm not sure why it was necessary to reposition the party, but I'm sure they had a reason. Link to comment
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