jastey Posted October 28, 2008 Share Posted October 28, 2008 The following cutscene does not terminate if the group has less than 4 members. I have no clue why this would be so. All mentioned items and creatures are mod content. The cutscene works great if the number of party members is 4 or higher. If less than 4 are present, it gets executed until the last SetGlobal, and then it stucks. Does anyone have an idea as to why and what the solution would be? IF True() THEN RESPONSE #100 ClearAllActions() StartCutSceneMode() TakePartyItem("C#AJ0004") DestroyItem("C#AJ0004") SetGlobal("C#AjantisExistiert","GLOBAL",1) Wait(1) ActionOverride("C#KNIG01",Polymorph(FIGHTER_FEMALE_HUMAN)) ActionOverride("C#KNIG02",Polymorph(FIGHTER_FEMALE_HUMAN)) ActionOverride("C#KNIG03",Polymorph(FIGHTER_FEMALE_HUMAN)) ActionOverride("C#KNIG04",Polymorph(FIGHTER_FEMALE_HUMAN)) ActionOverride("C#Ajantis",Polymorph(FIGHTER_MALE_HUMAN)) ActionOverride("C#KNIG01",SetName(~Ritter Eleiana~)) //Oger ActionOverride("C#KNIG02",SetName(~Ritter Tebena~)) //Oger ActionOverride("C#KNIG03",SetName(~Ritter Uria~)) //Gnoll Elite ActionOverride("C#KNIG04",SetName(~Ritter Kayla~)) //Lindwurmbaby ActionOverride("C#Ajantis",SetName(~Sir Ajantis~)) //OgerMagus SetGlobal("C#AjantisQuestErschaffen","GLOBAL",1) Wait(1) EndCutSceneMode() ActionOverride("C#KNIG01",StartDialogueNoSet(Player1)) END Link to comment
Kaeloree Posted October 28, 2008 Share Posted October 28, 2008 The number of people in party thing sounds odd, but I've found having Wait() near the end of cutscenes can cause crashing? Link to comment
jastey Posted October 28, 2008 Author Share Posted October 28, 2008 Indeed the removing of the Wait(1) at the end seems to have solved the problem, I hope it will also work for my tester. Funny thing is, that there never was a problem for 3+ party members. Thank you! Link to comment
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