Salk Posted January 13, 2018 Posted January 13, 2018 (edited) Hello!It seems that this action is converted automatically into MoveBetweenAreas()? Has anyone ever tried it? When I tried this: MoveBetweenAreasEffect("AR8200","SPDIMNDR",[47.1098],10) I get MoveBetweenAreas("AR8200",[47.1098],10) Even if I use NI and compile it there, I get no errors or warning but after loading the file, I see the same behavior. Thanks! Edited January 13, 2018 by Salk Quote
argent77 Posted January 13, 2018 Posted January 13, 2018 Both MoveBetweenAreasEffect() and MoveBetweenAreas() share the same action ID. However, NI should not ignore the second string parameter if it exists. I'll look into it. Quote
Salk Posted January 13, 2018 Author Posted January 13, 2018 Funnily enough, the in game action works as intended and SPDIMNDR is played correctly... Quote
argent77 Posted January 13, 2018 Posted January 13, 2018 The problem lies in the decompile operation (BCS back to source) where NI appears to discard the second string argument. So this will only be a real issue if you decompile and compile the script without adding the second string argument again. Quote
Jarno Mikkola Posted January 13, 2018 Posted January 13, 2018 (edited) @Salk: The problem lies in the decompile operation (BCS back to source) where NI appears to discard the second string argument. And the reason for that is that the action.ids has the two identifiers for the one action number... but that matters not much as you will be compiling the script with weidu either way ... in todays moding. Like argent77 implied, you would need to recompile the script in NI for it to make anything bad to happen. Edited January 13, 2018 by Jarno Mikkola Quote
Salk Posted January 13, 2018 Author Posted January 13, 2018 Okay but it's still a bug with NI then...? Quote
argent77 Posted January 13, 2018 Posted January 13, 2018 Fixing this issue in NI is tricky. For now I will only apply a hack to make it work, which will have some (harmless) side effects.A more thorough approach would require a rewrite of major portions of the script decompiler. I might do that at a later date when I have more time. Quote
Avenger Posted January 14, 2018 Posted January 14, 2018 Try to swap the 2 aliases in action.ids - i don't promise it will work, i don't know how NI works. Quote
Jarno Mikkola Posted January 14, 2018 Posted January 14, 2018 (edited) Try to swap the 2 aliases in action.ids - i don't promise it will work, i don't know how NI works.Yeah, but then this action: MoveBetweenAreas("AR8200",[47.1098],10) will compile as: MoveBetweenAreasEffect("AR8200","",[47.1098],10) And I don't know if the game will appreciates that(aka keeps working as if the change was not made). As don't you... or you wouldn't be saying the later part. Edited January 14, 2018 by Jarno Mikkola Quote
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