Yacomo Posted March 18, 2005 Share Posted March 18, 2005 Hello, I have a minor correction to area link entries. Current description for flags at offset 0x28 is 'flags related to tavel time'. It should rather be 'entry point in target area' instead. The flag is only taken into account if the name of the entry point in the area link is empty. If this is the case, semantics of the flag are as follows: 0x01 - move to northern side of target area 0x02 - move to eastern side of target area 0x04 - move to southern side of target area 0x08 - move to western side of target area If you use this mechanism, the game engine will simply center your character at the appropriate side of the target area. Regards, Yacomo Link to comment
Avenger Posted March 18, 2005 Share Posted March 18, 2005 Thanks for this valuable info. Do you have any idea, why the game crashes if this field is set to 0. Even if i supply an entrance name. Apparently this field is used for more than just providing a backup solution for the entry zone. It should affect pathfinding on the worldmap somehow. Link to comment
Smoketest Posted March 19, 2005 Share Posted March 19, 2005 Perhaps Bioware loads the ordinal value first and then checks to see if there's an entrance name to override it or to provide a specific location. Whereas the entrance name is optional, there is always a valid ordinal value. Link to comment
Yacomo Posted March 20, 2005 Author Share Posted March 20, 2005 Thanks for this valuable info.Do you have any idea, why the game crashes if this field is set to 0. Even if i supply an entrance name. Apparently this field is used for more than just providing a backup solution for the entry zone. It should affect pathfinding on the worldmap somehow. <{POST_SNAPBACK}> Unfortunately no. Your guess here is as good as mine. However, I 'think' that the pathfinding is done using the information stored in the are file, so Smoketest is probably right. Link to comment
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