Fiann of the Silver Hand Posted July 26, 2015 Share Posted July 26, 2015 Where are these coded, and how can they be changed? (If you need specifics, in BG, the CRE BAT_IN uses bat_inside animation with no effects. This gets treated the same as the various bird animations, and does not hinder regular avatars. However, in BG2, this animation has the standard foot circle by default, and even with the No Collision Detection and No Foot Circle effects, still impedes other avatars.) Link to comment
Avenger Posted July 26, 2015 Share Posted July 26, 2015 What you look for is setting personal space to 0, this is not possible with the old IE engine. In GemRB or EE, you need to assign a 0 personal space to the animation the creature is using. Link to comment
Fiann of the Silver Hand Posted July 26, 2015 Author Share Posted July 26, 2015 this is not possible with the old IE engine Not possible to change, I presume. I'm curious what happened with the animation from BG (where this "personal space" is apparently 0 already) to BG2. For whatever reason, this particular animation got borked, while other 0-personal-space anims like birds did not. I will look into GemRB. Link to comment
Jarno Mikkola Posted July 26, 2015 Share Posted July 26, 2015 Gal's approach solves the personal space problem. It's animation related, as in you need to be sure to select the correct animation, not the one the game uses for an actual bat creature that has a foot circle... Link to comment
Fiann of the Silver Hand Posted July 26, 2015 Author Share Posted July 26, 2015 Yeah, it's odd. The behavior of bat_inside changed from BG to BG2. I never checked if bat_outside did or not. Link to comment
Avenger Posted July 27, 2015 Share Posted July 27, 2015 Yeah, it's odd. The behavior of bat_inside changed from BG to BG2. I never checked if bat_outside did or not. Yes, some hardcoded values changed between bg and bg2 (and iwd), this is why EE/GemRB unhardcoded these, so they can support both games. Link to comment
Fiann of the Silver Hand Posted July 27, 2015 Author Share Posted July 27, 2015 Not important outside of "what is in a dev's head", but why would something like that happen? Intentional? Or just an accidental flag switch? I can't recall, but with vampires in BG2 (perhaps just Bodhi), did they need one that could be targeted (aka collision)? I'm rambling. Link to comment
lynx Posted July 27, 2015 Share Posted July 27, 2015 GemRB had no choice (we support all 7 engines), but BeamDog could have massaged the data. Either an oversight or they had good reasons for doing so. My guess would be someone cried when they gazed upon IE's animation code and decided to clean it up a bit. Link to comment
Avenger Posted August 1, 2015 Share Posted August 1, 2015 If we talk strictly about the bats, then yeah. In bg1 there is a bat cave where the bats are used only as scenery. In bg2 the bats must remain targetable. EE supports externally defined anims for much the same reasons as GemRB: one engine for all. And of course, both has the aim to support modders. Modders hate hardcoded stuff Link to comment
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