theacefes Posted January 30, 2008 Share Posted January 30, 2008 Thank you! I keep on recommending IESDP for IE-modding but appearantly don't know how to properly use it myself for things I am not so firm with. Bad you! Your punishment is to play Banana! and suffer. Yeah I generally just search through everything until I find something that looks similar to what I'm looking for. Then I bug the more experienced modders on how to use it hah. Link to comment
jastey Posted January 31, 2008 Author Share Posted January 31, 2008 EDIT: OK, I solved this one. ------------- I have new problem, and weird it is. Can someone tell me, why the following script blocks lead to Ajantis firing his leaving dialogue. EDIT: Seems the problem is more complex. If I only compile the "Dialogue([PC])" script block and set the variable by hand, it triggers the right dialogue. Not that I'd know what is going on, but... original post: I checked variables from the script block and the .d. The dialogue with the matching varibel is APPENDed to the j.dlg. It is this script block, since the wrong dialogue call does not occur, if I comment it out. I have no idea, why it calls the P.dlg. The "ActionOverride("ajantis",Dialogue([PC]))" is used on another occation, and triggers the J.dlg correctly. //PC has Gorion's letter IF InParty(Myself) // PartyHasItem("SCRL2J") //let it trigger directly to alphatest !Global("X#AjantisRomanceActive","GLOBAL",3) Global("X#AjantisRomanceMatch","GLOBAL",1) !Global("X#AjTamokoKnowBhaal","GLOBAL",2) THEN RESPONSE #100 SetGlobal("X#AjTamokoKnowBhaal","GLOBAL",2) END //Ajantis Bhaal talk /* starts cycle: dialogue activation Global("X#AjTamokoKnowBhaal","GLOBAL",2) (PC found letter) */ IF InParty(Myself) !See([ENEMY]) See([PC]) !Global("X#AjantisRomanceActive","GLOBAL",3) Global("X#AjantisRomanceMatch","GLOBAL",1) Global("X#AjTamokoKnowBhaal","GLOBAL",2) Global("X#AjantisKnowBhaalTalk","GLOBAL",0) THEN RESPONSE #100 SetGlobal("X#AjantisKnowBhaalTalk","GLOBAL",1) END /* first knowbhaal-LT: dialogue triggering */ IF InParty(Myself) !See([ENEMY]) See([PC]) Global("X#AjantisKnowBhaalTalk","GLOBAL",1) THEN RESPONSE #100 ActionOverride("ajantis",Dialogue([PC])) END Link to comment
jastey Posted February 2, 2008 Author Share Posted February 2, 2008 In the risk of embarrassing myself again, but I have a problem I don't understand. I add a block of script to the taverns of BG1, that sets a variable: IF InParty("ajantis") !See([ENEMY]) See([PC]) !Global("X#AjantisRomanceActive","GLOBAL",3) Global("X#AjantisRomanceMatch","GLOBAL",1) Global("X#AjantisReadyForNT","GLOBAL",1) THEN RESPONSE #100 SetGlobal("X#AjantisReadyForNT","GLOBAL",2) SetGlobal("X#AjantisRomanceNight3","GLOBAL",1) SetGlobal("X#AjantisRomanceWaitLT","GLOBAL",2) END The tp2-patching of the tavern scripts: EXTEND_BOTTOM ~AR1001.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0116.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0119.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0103.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0114.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0705.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0105.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR0133.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR2301.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR3304.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR3307.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR3351.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ EXTEND_BOTTOM ~AR3357.BCS~ ~C#AjantisRomance_BG1/Scripts/C#Tavern_AD.BAF~ In Ajantis' script, the necessary vaiables get set and the dialogue in the tavern gets triggered via: //night talk in tavern /* activate the dialogue - triggering by tavern script */ /* two blocks because of "OR()" */ IF InParty("ajantis") // GlobalTimerExpired("X#AjantisRomance","GLOBAL") !Global("X#AjantisRomanceActive","GLOBAL",3) Global("X#AjantisRomanceMatch","GLOBAL",1) // Global("X#AjantisRomanceIntimacy","GLOBAL",1) // Global("X#AjantisLoveTalk","GLOBAL",43) Global("X#AjantisReadyForNT","GLOBAL",0) THEN RESPONSE #100 SetGlobal("X#AjantisReadyForNT","GLOBAL",1) END IF InParty("ajantis") GlobalTimerExpired("X#AjantisRomance","GLOBAL") !Global("X#AjantisRomanceActive","GLOBAL",3) Global("X#AjantisRomanceMatch","GLOBAL",1) Global("X#AjantisRomanceWantsInt","GLOBAL",2) Global("X#AjantisLoveTalk","GLOBAL",43) Global("X#AjantisReadyForNT","GLOBAL",0) THEN RESPONSE #100 SetGlobal("X#AjantisReadyForNT","GLOBAL",1) END IF InParty(Myself) !See([ENEMY]) See([PC]) Global("X#AjantisRomanceNight3","GLOBAL",1) THEN RESPONSE #100 ActionOverride("ajantis",Dialogue([PC])) END I commented some lines out to test the dialogue triggering. "X#AjantisRomanceActive" is at 1, "X#AjantisRomanceMatch" is at 1. It seems the tavern script block does not get executed. I checked several taverns, but it seems the variables don't get set. Setting the "X#AjantisReadyForNT" to 1 by cheats before entering a tavern didn't trigger it, either. I guess it's something supid again, but I am a bit clueless. Link to comment
devSin Posted February 2, 2008 Share Posted February 2, 2008 IF InParty("ajantis") !See([ENEMY]) See([PC]) Do areas have eyes? Then how can they See()s? Remove those two triggers and try again. Link to comment
jastey Posted February 2, 2008 Author Share Posted February 2, 2008 I have eyes, but appearantly I was blind. Thank you! Problem solved. Link to comment
jastey Posted February 9, 2008 Author Share Posted February 9, 2008 I don't have the possibility to check, so I am hoping someone can do it for me. It seems the action "StartMovie("REST")" does not work in vanilla BG1 (without TotSC). The movie obviously exists, as the restmovie shows if resting outside. Does it have a different name, or is the "StartMovie" the problem? How would I start a movie in BG1 (without TotSC)? Since there is no "FadeToColor()" in BG1 (without TotSC), I wanted to use the rest movie, even though it shows a camping scene. Or is there another way to simulate a blackening screen other than to use "FadeToColor"? EDIT: Apparently, "StartMovie("REST")" does work in plain BG1, I don't know what the problem was on my first try. Still, if anyone has an idea how to simulate a blackening screen in plain BG1, I would be happy to hear about it. Link to comment
jastey Posted March 24, 2008 Author Share Posted March 24, 2008 GlobalTimerNotExpired() doesn't seem to work in BG1. I had to use !GlobalTimerExpired() to get the wanted behaviour. Does anyone have experience with this? Does it mean !GlobalTimerNotExpired() doesn't work as it should as well? ("!GlobalTimerNotExpired()" is the only timer trigger that includes the times before that timer has been running the first time.) Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.