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AMMGRD.BCS script question


Vlan

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Posted

Hey there,

was browsing through some scripts and found this error in the AMMGRD.BCS

IF
	Global("Metbal","GLOBAL",0)
	Name("GateGuard5500",Myself)
	!Allegiance(Myself,ENEMY)
	GlobalLT("enclave","GLOBAL",2)
	Global("GuardBroughtBalthazar","GLOBAL",0)
	See([PC])
THEN
	RESPONSE #100
		SetGlobal("GuardBroughtBalthazar","GLOBAL",1)
		StartDialogueNoSet([PC])
END
179: Script name not found: S* Name - "GateGuard5500"

Not sure where exactly it comes from, but since the script is attached to a guard in Amkethran and your mod extends the content in Amkethran I just wanted to ask you if you know anything about this.

 

Respectively, which .cre file do I need to modify?

WeiDU.log

Posted

Actually if you look at the ar5500.are file (with Near Infinity), you can see two GateGuard5500 monks in the list(actor 21 & 22), at least in the vanilla game. So... yeah, they can have special names assigned in the .are file...

Posted

It's just Monk for me with the creature file AMMGRD01.cre attached to it.

 

Anyway, since I now know what files I have to edit, everything should be fine.

 

Thanks!

Posted

An actor defined in an area file can have his name overridden, which is what's happening here. Like Imp says, check out the actor in the area file--the 'override script name' flag is set, so these creatures will actually take on the actor name from the area file (GateGuard5500) as their DV.

Posted

An actor defined in an area file can have his name overridden, which is what's happening here. Like Imp says, check out the actor in the area file--the 'override script name' flag is set, so these creatures will actually take on the actor name from the area file (GateGuard5500) as their DV.

This is interesting - I have seen it mentioned some time ago but never saw it in action. There is the cre not attached flag and the override script name flag in the actor definition in the are file for the case mentioned here. So this is how it works.

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