CamDawg Posted March 27, 2005 Share Posted March 27, 2005 If the player killed Shangalar too quickly, he would not set a variable and his cronies would not appear, leaving the player trapped. BD solves this by extending the area script with this: IF Dead("HLSHANG") // Shangalar !Exists("HLVAXAL") !Dead("HLVAXAL") // Vaxall THEN RESPONSE #100 SetGlobal("ShangalarMove","AR1008",2) CreateVisualEffect("SPROTECT",[825.664]) CreateVisualEffect("SPROTECT",[1123.640]) CreateVisualEffect("SPROTECT",[1038.452]) CreateVisualEffect("SPROTECT",[784.558]) Wait(1) CreateVisualEffect("SPDISPMA",[825.664]) CreateVisualEffect("SPDISPMA",[1123.640]) CreateVisualEffect("SPDISPMA",[1038.452]) CreateVisualEffect("SPDISPMA",[784.558]) SmallWait(7) CreateCreature("HLREVAN",[825.664],10) // Revanek CreateCreature("HLSHYR",[1123.640],6) // Shyressa CreateCreature("HLLAYEN",[1038.452],10) // Layene CreateCreature("HLVAXAL",[784.558],12) // Vaxall END Link to comment
SimDing0 Posted March 27, 2005 Share Posted March 27, 2005 Will that not trigger if you imprison or maze Vaxall? Link to comment
CamDawg Posted March 29, 2005 Author Share Posted March 29, 2005 I don't think so, as I don't think imprisonment or maze affects the Exists trigger. To be on the safe side, though, I've added a GlobalLT("ShangalarMove","AR1008",2) trigger.At any rate, if the player imprisons Vaxall they have other issues. Included in alpha 3. Link to comment
SimDing0 Posted March 29, 2005 Share Posted March 29, 2005 Testing reveals that Exists returns false for imprisoned creatures, incidentally, so the global check is necessary. Link to comment
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