jastey Posted March 19, 2014 Share Posted March 19, 2014 Twani: If you mean the conditions for the (not triggered by script, but by the engine itself) banter dialogues, then yes, all conditions into the banter dialogue header. The rule is: no additional trigger into the dialogue (additional in respect to what triggered the dialogue). If there is no script, then triggers in the banter file aren't additional. If that makes any sense. Link to comment
LiellaMod Posted March 19, 2014 Share Posted March 19, 2014 Bam! 4 hours of reading, coding and troubleshooting later - one working cutscene-involving lovetalk 26 with an areaswitch back and forth once entering the Mithrest Inn. Thank god for you guys and both your advice and helpfulness over the course of these past weeks. Now, let's see. I'm using the obvious ActionOverride("X",LeaveAreaLUA("X","",[X.X],X)) to move the characters in between areas - in this case i've added a inn upstairs for a "private dining room". However - i am only moving Player1 and Liella, using her DV and the Player1, between the areas. Is there something i should be careful about when moving only certain npc's between areas? I wouldn't want anyone to get stuck - Player1 *is* a good method for moving <CHARNAME> about, correct - or is there a better token for moving the protagonist? To be clear, i *only* want to move <CHARNAME> and Liella between these two areas. The extra NPC that spawns for the purpose of this lovetalk gets destroyed once it's over. Cheers! Link to comment
jastey Posted March 19, 2014 Share Posted March 19, 2014 Player1 is the script variable for the PC so to say, yes. Link to comment
LiellaMod Posted March 19, 2014 Share Posted March 19, 2014 Player1 is the script variable for the PC so to say, yes. Excellent - thank you! Link to comment
Lu_ Posted March 19, 2014 Share Posted March 19, 2014 [...] Player1 *is* a good method for moving <CHARNAME> about, correct - or is there a better token for moving the protagonist? [...] 'Protagonist' may be better Link to comment
Lu_ Posted March 19, 2014 Share Posted March 19, 2014 IIRC, in GemRB you can only use 'Protagonist' Link to comment
jastey Posted March 20, 2014 Share Posted March 20, 2014 I've never heard of "Protagonist" as Script variable for the PC, sorry. And if GemRB would need this, it would be incompatible with a) the games and b) all mods. I am confused. Link to comment
Mike1072 Posted March 20, 2014 Share Posted March 20, 2014 There is a little bit of info on Player1 vs Protagonist in this old thread. Protagonist sounds like it would be logical choice to refer to the main character, but everyone uses Player1 and it works. Link to comment
jastey Posted March 20, 2014 Share Posted March 20, 2014 Thank you Mike1072 for the link. I was absolutely unaware of this. But, I think devSin summed it up (following the link): Protagonist seems to be the equivalent of Gabber. It's only used in IWD dialogues, and checks against the party member currently in dialogue (it doesn't return Player1).So, no, even if "Protagonist" can be used as a Script Variable, it is not (necessarily) Player1. Link to comment
LiellaMod Posted March 20, 2014 Share Posted March 20, 2014 Alright - final script/cutscene for SOA. It involves pretty much a similar scenario to the previous one. After a firing dreamscript and rest-talk, the player and Liella are transported to a forest-like area where the pivotal lovetalk will fire following a short encounter - think in terms of the talk where you're romancing Jaheira and wake up to find ambushers around you. The reason i want to move the player and NPC is to increase immersion due to the setting of the talk. However! I can't seem to find a move-variable that will allow me to script moving the player back to the previous area from whence they came. I'd like for the script to - like the preceding dreamscript - to fire in any forest area, but to do that i obviously need to be able to move them back to the previous area when it's done - regardless what forest area they rested in. Is this not possible? Should i simply either script it to fire only in *one* forest area, or perhaps not move the characters at all and simply use CreateCreatureObject to create the encounter near the player? Cheers! Link to comment
Kulyok Posted March 20, 2014 Share Posted March 20, 2014 Ah, you probably need StorePartyLocations() and RestorePartyLocations(). Feel free to browse Xan's dream talks for ToB - there are plenty encounters like this, files O#Drm6a.baf and O#Drm6b.baf, for example. Irenicus' dream cutscenes from the game use these, too. Link to comment
argent77 Posted March 20, 2014 Share Posted March 20, 2014 Both StorePartyLocations() and SaveObjectLocation(S:Area*,S:Global*,O:Object*) can be used to store locations. StorePartyLocations() can be used to store the location of the whole party. The counterpart of StorePartyLocations() is RestorePartyLocations(). StorePartyLocations() has a downside however. It uses a single global structure to store the party's location. If another mod has already used the same action, your own call overwrites the stored location and will surely mess up events in that other mod. SaveObjectLocation(S:Area*,S:Global*,O:Object*) can be used to store the location of a single character. For example, SaveObjectLocation("GLOBAL", "LOCPlayer1", Player1) will save the location of the protagonist into the global variable LOCPlayer1. I've never used SaveObjectLocation() myself, so I don't know what can be used to restore the character's location, but the action MoveToSavedLocation(S:GLOBAL*,S:Area*) looks very promising. Theoretically, the statement ActionOverride(Player1, MoveToSavedLocation("GLOBAL", "LOCPlayer1")) should restore the protagonist's location. Link to comment
jastey Posted March 20, 2014 Share Posted March 20, 2014 StorePartyLocations() is also used for the teleporting to-and fro of the pocket plane in ToB, I think? So, if a mod uses it inside the pocket plane, the "teleport me to where I was" is messed up. Link to comment
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