Gamemacik Posted April 4, 2021 Share Posted April 4, 2021 (edited) Note: Effect is always instantaneous/delayed. AREA and SPECIFICS can only be set on non-global creatures (not potential party members or familiars), and are lost upon saving & reload. Note: Effect is always instantaneous/delayed. AREA and SPECIFICS can be set to party members also only be set on non-global creatures (not potential party members or familiars), and are lost upon saving & reload. AI button need to be enabled for all scripts attached to party members include temporary area/specifics scripts except override scripts, they are always active. Edited April 4, 2021 by Gamemacik Quote Link to comment
lynx Posted April 5, 2021 Share Posted April 5, 2021 It's also tricky wording: a potential party member is not equal to a party member. But after a join, they're all global (stored in the GAM). Quote Link to comment
kjeron Posted April 5, 2021 Share Posted April 5, 2021 5 hours ago, lynx said: It's also tricky wording: a potential party member is not equal to a party member. But after a join, they're all global (stored in the GAM). The vanilla NPC's are global even before they join. But yeah, testing conditions were botched. Either way, the opcode sets the script in the creature substructure, which is why AREA and SPECIFICS are not saved. For non-global creatures, this means that it cannot replace any scripts that creature has assigned in the *.ARE file (both get run). For global creatures, it makes no difference, as they don't have scripts assigned in the *.ARE. Quote Link to comment
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