icelus Posted December 31, 2004 Share Posted December 31, 2004 Fixes an oversight in Sarevok's scripting that prevented him from using a proper soundset. COPY_EXISTING ~sarevok.cre~ ~override~ WRITE_LONG 0x260 0x00000000 WRITE_LONG 0x264 0x00000000 ACTION_IF NOT FILE_EXISTS ~override/sarev25.bcs~ THEN BEGIN COPY_EXISTING ~sarevok.bcs~ ~override/sarev25.bcs~ END ELSE BEGIN COPY_EXISTING ~inp1ivsg.bcs~ ~override~ EXTEND_TOP ~sarev25.bcs~ ~override/inp1ivsg.bcs~ END This fix, obviously, requires ToB. Link to comment
Kish Posted January 16, 2005 Share Posted January 16, 2005 Erm, question. What does this actually fix? I talked to Icelus, and he didn't know; I looked at it and I couldn't tell. Link to comment
CamDawg Posted January 16, 2005 Share Posted January 16, 2005 In patched ToB, Sarevok has two scripts assigned. sarev25.bcs is assigned to the override, but does not exist, and inp1ivsg.bcs, which is a basic 'Detect Player1, go speak to him' script. It appears Sarevok should actually have sarevok.bcs assigned, which includes some sound setting if he changes from Chaotic Evil. The script appends are just some pokery-jiggery to get the script assigned without also losing the inp1ivsg scripting. i'm guessing we do this since only the override script gets kept if Sarevok ends up joining the party. Link to comment
Idobek Posted April 26, 2005 Share Posted April 26, 2005 I think I've made this script far more complicated than it needs to be. I was trying to clean things up too much and ended up making it messy instead. I'll simplify things. As an aside, we should get Wes to alter Ascension so it doesn't overwrite sarev25.bcs on install. i'm guessing we do this since only the override script gets kept if Sarevok ends up joining the party.Really? I didn't know this. Link to comment
Idobek Posted April 26, 2005 Share Posted April 26, 2005 tp2 EXTEND_BOTTOM ~sarev25.bcs~ ~bg2fixpack/baf/sarev25.baf~ UNLESS ~NewSounds~ sarev25.baf IF !Alignment(Myself,CHAOTIC_EVIL) Global("NewSounds","LOCALS",0) THEN RESPONSE #100 SetPlayerSound(Myself,70832,BATTLE_CRY1) SetPlayerSound(Myself,70833,BATTLE_CRY3) SetPlayerSound(Myself,70834,DYING) SetPlayerSound(Myself,70835,AREA_CITY) SetPlayerSound(Myself,70836,AREA_NIGHT) SetGlobal("NewSounds","LOCALS",1) END That should do it. Scrap the rest, it's unnecessary. Link to comment
SConrad Posted April 26, 2005 Share Posted April 26, 2005 I don't want to argue with the master, but wouldn't EXTEND_TOP be better than BOTTOM? Link to comment
Idobek Posted April 26, 2005 Share Posted April 26, 2005 I doubt it would make the blindest bit of difference. Link to comment
igi Posted April 26, 2005 Share Posted April 26, 2005 The difference between EXTEND_TOP and EXTEND_BOTTOM depends on the layout and conditions of the script involved. Link to comment
CamDawg Posted April 27, 2005 Share Posted April 27, 2005 sarev25.bcs doesn't exist in patched ToB, so which EXTEND is moot point. Streamlined fix added for alpha 4. Link to comment
SConrad Posted April 27, 2005 Share Posted April 27, 2005 sarev25.bcs doesn't exist in patched ToB, so which EXTEND is moot point. Heh, how ironic. Link to comment
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