jastey Posted August 14, 2004 Share Posted August 14, 2004 Hi, I want to check the weather in BGII, and there are weather identifiers: 0 NOWEATHER 1 RAIN 2 SNOW 3 FOG but I don't know what the script triggers should be? Is it just "weather" (like Weather(0) // NOWEATHER)? Unfortunate, the great list at http://iesdp.gibberlings3.net/scripting/bg2triggers.htm doesn't list this (or I am too blind to see). Thanks for your answers! Link to comment
jastey Posted August 15, 2004 Author Share Posted August 15, 2004 OK, I just learned that there IS no script trigger for the weather in the trigger.ids... I wanted to write a NPC-PC dialogue that should only happen if the sun is shining. ANYONE having ANY ideas how I can do that? Is there a way of changing the trigger.ids? Can I, maybe via some script file, influence the weather before my talk starts??? Link to comment
CamDawg Posted August 15, 2004 Share Posted August 15, 2004 There's no trigger to detect the weather, but you could force a weather change, sure. IF (conditions for dialogue) Global("BanterVar","GLOBAL",0) TimeOfDay(Day) !AreaType(DUNGEON) !AreaType(EXTENDEDNIGHT) OR(4) AreaType(OUTDOOR) AreaType(CITY) AreaType(WEATHER) AreaType(FOREST) THEN RESPONSE #100 SetGlobal("BanterVar","GLOBAL",1) Weather(NOWEATHER) SetGlobalTimer("WeatherChange","GLOBAL",10) END IF (conditions for dialogue) Global("BanterVar","GLOBAL",1) TimeOfDay(Day) !AreaType(DUNGEON) !AreaType(EXTENDEDNIGHT) OR(4) AreaType(OUTDOOR) AreaType(CITY) AreaType(WEATHER) AreaType(FOREST) GlobalTimerExpired("WeatherChange","GLOBAL") THEN RESPONSE #100 SetGlobal("BanterVar","GLOBAL",2) StartDialogueNoSet(PLAYER1) END This will force a weather change, start a brief timer to allow the weather to change, then initiate the dialogue. Link to comment
Domi Posted August 15, 2004 Share Posted August 15, 2004 Thank you, Cam. That's a very useful script! Link to comment
jastey Posted August 15, 2004 Author Share Posted August 15, 2004 Thanks very much, Camdawg! This is easy and brilliant. This would be exactly what I need, because I really don't know in which area the Player will be if the dialogue will be initiated. Only question: What does "AreaType(WEATHER)" mean? (And, as I am already asking, what does "AreaType(CANRESTOTHER)" mean?) Link to comment
CamDawg Posted August 15, 2004 Share Posted August 15, 2004 The AreaType(CANRESTOTHER) seems like another half-assed Bioware implemented flag. I only find it in a few random areas--Elven homes in Suldanesselar, left over BG areas, the Vulova Estate, a few areas in the de'Arnise Keep, etc. I can't find any rhyme or reason for it, perhaps someone else can explain what it's supposed to mean. AreaType(WEATHER) appears to be an unused flag, as no IWD/IWD2/BG/BG2 areas are flagged with it. I would say it's safe to strip out of the script. Link to comment
jastey Posted August 15, 2004 Author Share Posted August 15, 2004 The AreaType(CANRESTOTHER) seems like another half-assed Bioware implemented flag. I only find it in a few random areas--Elven homes in Suldanesselar, left over BG areas, the Vulova Estate, a few areas in the de'Arnise Keep, etc. I can't find any rhyme or reason for it, perhaps someone else can explain what it's supposed to mean. AreaType(WEATHER) appears to be an unused flag, as no IWD/IWD2/BG/BG2 areas are flagged with it. I would say it's safe to strip out of the script. OK, that means I don't have to hide in shame I neither knew nor used them before... By the way: You really filled my heart with joy with the weather changing script above. For a moment I thought I had to skip the two most romantic lovetalks I've written... Link to comment
igi Posted August 15, 2004 Share Posted August 15, 2004 The WEATHER flag, I would presume, means that the area has weather effects. The CANRESTOTHER flag, iirc, means you can rest there (even though you cant). Or something. I'm not terribly sure, and I dont know if either work. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.