CamDawg Posted March 26, 2005 Share Posted March 26, 2005 The assassins in the Planar Sphere quests sometimes failed to spawn: The files AR0411.BCS and MGTEOS01.DLG contained in this archive are edited versions of the Baldur's Gate II area control script for the (stronghold) Planar Sphere and the Cowled Wizard Teos. These files are intended as bugfixes. They resolve a bug that sometimes would occur in the sequence where the player/party is ambushed by assassins in the Sphere. The "wooden gate" animation would play showing the assassins gating in, but they would never appear. The cause of this seems to be a rare engine bug involving multiple dialog-embedded CreateCreature commands producing overlapping creatures with a full party; this was solved by passing a variable to the area control script to instead run the commands and changing the Create commands to ignore their overlap. BD also includes an undocumented change of closing doors in the cutscene, which I've gone ahead and included. .d: REPLACE MGTEOS01 IF ~~ THEN BEGIN 61 SAY #42303 IF ~~ THEN DO ~SetGlobal("SpawnAssassins","AR0411",1)~ EXIT END END And the script to be EXTEND_TOPped: IF Global("SpawnTeosAssasin","GLOBAL",1) !Dead("MGTEOS01") // Teos THEN RESPONSE #100 SetGlobal("SpawnTeosAssasin","GLOBAL",2) FadeToColor([30.0],0) CloseDoor("DoorPool2") CloseDoor("DoorTreasure2") Wait(1) CreateCreatureDoor("MGTEOS01",[2900.2580],0) // Teos MoveViewPoint([2995.2649],INSTANT) ActionOverride(Player1,JumpToPoint([2995.2649])) ActionOverride(Player2,JumpToPoint([2939.2667])) ActionOverride(Player3,JumpToPoint([2869.2692])) ActionOverride(Player4,JumpToPoint([3019.2720])) ActionOverride(Player5,JumpToPoint([2961.2736])) ActionOverride(Player6,JumpToPoint([2904.2751])) FadeFromColor([30.0],0) Wait(7) ActionOverride("MGTEOS01",StartDialogueNoSet(Player1)) END IF Global("SpawnAssassins","AR0411",1) THEN RESPONSE #100 SetGlobal("SpawnAssassins","AR0411",2) StartCutSceneMode() CreateVisualEffect("SPWOOD",[2774.2650]) CreateVisualEffect("SPWOOD",[2839.2781]) CreateVisualEffect("SPWOOD",[3160.2714]) CreateVisualEffect("SPWOOD",[2989.2821]) CreateVisualEffect("SPWOOD",[2908.2795]) CreateVisualEffect("SPWOOD",[2842.2772]) CreateVisualEffect("SPWOOD",[2894.2508]) Wait(5) CreateCreatureImpassable("mgass01",[2774.2650],14) // Sergeant Natula CreateCreatureImpassable("mgass02",[2839.2781],11) // Tyrian CreateCreatureImpassable("mgass03",[3160.2714],4) // Vilhelm CreateCreatureImpassable("pardru",[2989.2821],8) // Sorsha CreateCreatureImpassable("parthf",[2908.2795],8) // Alnarow CreateCreatureImpassable("parmonk",[2842.2772],8) // Mahar CreateCreatureImpassable("parfig16",[2894.2508],8) // Jalin Tix EndCutSceneMode() ActionOverride("mgass01",StartDialogueNoSet(Player1)) END The first block is present without the CloseDoors, but rather than trying REPLACE_BCS_BLOCK (bleah) I just EXTEND so that the original block can not fire. Link to comment
CamDawg Posted March 28, 2005 Author Share Posted March 28, 2005 Included in alpha 3. Link to comment
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