Luke Posted January 9, 2019 Author Share Posted January 9, 2019 (edited) 17 hours ago, CamDawg said: In this case you're better off just directly using the numeric values here; I believe this construction is from NI's parser. STUNNED is 0x8, HELPLESS is 0x20, so you can safely use !StateCheck(NearestAllyOf(Myself),0x28) If you're going to be using it often it might be worthwhile to add it as a custom entry to state.ids. Yes, you're right, that construction is from NI's parser. Thanks for the tip about using the HEX values of STATEs...... Do you perhaps know how can I use REPLACE_BCS_BLOCK to replace more than one script block? EDIT: OK, I found the issue: REPLACE_BCS_BLOCK can replace multiple blocks only if they're consecutive (which is bad IMHO.......) Edited January 10, 2019 by Luke Quote Link to comment
Luke Posted January 12, 2019 Author Share Posted January 12, 2019 Is there a difference between LastSeenBy and LastSeenBy(Myself) ? Quote Link to comment
Ardanis Posted January 12, 2019 Share Posted January 12, 2019 Don't think so, SoD AI works fine with the former. On the other hand, NearestEnemyOf and NearestEnemyOf() do differ, as the latter defaults to by myself, but the former iirc has been also returning objects from non-myself actors as well. Quote Link to comment
Luke Posted February 10, 2019 Author Share Posted February 10, 2019 (edited) When does the state CD_STATE_NOTVALID return true? Edited February 10, 2019 by Luke Quote Link to comment
Ardanis Posted February 10, 2019 Share Posted February 10, 2019 (edited) It's a hex sum of bits, each responsible for one of debilitating states. E.g. confusion, feeblemindedness, silence, various deaths etc. If at least one is true, then the sum is also true. Edited February 10, 2019 by Ardanis Quote Link to comment
Luke Posted February 16, 2019 Author Share Posted February 16, 2019 On 2/10/2019 at 1:25 PM, Ardanis said: It's a hex sum of bits, each responsible for one of debilitating states. E.g. confusion, feeblemindedness, silence, various deaths etc. If at least one is true, then the sum is also true. Good to know, thanks! What about STATE_HARMLESS instead? Quote Link to comment
Luke Posted February 16, 2019 Author Share Posted February 16, 2019 (edited) Separately, is it intended that the information about the object LastSummonerOf() is lost every time you save and reload a game? Suppose a CRE has a script like this: IF StateCheck(LastSummonerOf(Myself),STATE_REALLY_DEAD) THEN RESPONSE #100 Kill(Myself) END If I'm not mistaken, the Kill() action doesn't get executed if I save the game, reload and kill its last summoner...... Edited February 16, 2019 by Luke Quote Link to comment
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