Avenger Posted December 21, 2005 Share Posted December 21, 2005 ok, use spdimNdr dltcep would have caught this bug too, i believe sadly i cannot check it because on linux the script checker doesn't run Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 Waaaaaaaaaaaaaaaah, typoes. ;_; It works fine now, thanks very much all. I knew there was a reason I've always avoided cutscenes. In case it could be of use to anyone, the following code plays Dimension Door over the party (and another character), then transports them to a new area. There are fades to and from black. The aforementioned other character is destroyed and a new creature appears... IF True() THEN RESPONSE #100 CutSceneId(Player1) CreateVisualEffectObject("SPDIMNDR","A!EDES2") CreateVisualEffectObject("SPDIMNDR",Player1) CreateVisualEffectObject("SPDIMNDR",Player2) CreateVisualEffectObject("SPDIMNDR",Player3) CreateVisualEffectObject("SPDIMNDR",Player4) CreateVisualEffectObject("SPDIMNDR",Player5) CreateVisualEffectObject("SPDIMNDR",Player6) ActionOverride("A!EDES2",DestroySelf()) Wait(3) FadeToColor([40.0],0) Wait(2) ActionOverride(Player2,LeaveAreaLUA("A!ERANAR","",[400.670],1)) ActionOverride(Player3,LeaveAreaLUA("A!ERANAR","",[450.690],1)) ActionOverride(Player4,LeaveAreaLUA("A!ERANAR","",[500.690],1)) ActionOverride(Player5,LeaveAreaLUA("A!ERANAR","",[550.670],1)) ActionOverride(Player6,LeaveAreaLUA("A!ERANAR","",[600.650],1)) LeaveAreaLUA("A!ERANAR","",[350.650],1) Wait(1) CreateCreature("A!EMFTRU",[483.532],1) FadeFromColor([40.0],0) EndCutSceneMode() END Link to comment
the bigg Posted December 21, 2005 Share Posted December 21, 2005 (* Add here a note for myself to check the presence or absence of files referenced in D or BAF files when they are compiled *) Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 Yes, that would be a useful feature--though you'd have to be careful it's not generated later in the .tp2. So perhaps if it spat a message to the WeiDU installer window, but did not stop the installation. Link to comment
the bigg Posted December 21, 2005 Share Posted December 21, 2005 Yeah, I actually mean as WARNING: File xxx is missing in script yyy. Link to comment
Yovaneth Posted December 21, 2005 Share Posted December 21, 2005 Andyr: unless I'm being more obtusely stupid than usual, it looks like Player1 is getting the DD effect played over him/her but is then getting left behind....what did I miss? -Y- Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 Player1 moves because CutSceneID(Player1) is used: that makes Player1 the guy doing the actions, so I didn't need the ActionOverride(LeaveAreaLUA()) for him. Link to comment
Yovaneth Posted December 21, 2005 Share Posted December 21, 2005 Told you I was being more obtusely stupid than usual! -Y- Link to comment
Celissa Posted December 23, 2005 Share Posted December 23, 2005 So glad I saw this. I was just idly wondering today how I could get away with transporting players easily to a new area via cutscene so I didn't have to mess with scary worldmap updating stuff. Thanks for sharing the code, Andyr. Link to comment
Avenger Posted December 23, 2005 Share Posted December 23, 2005 So glad I saw this. I was just idly wondering today how I could get away with transporting players easily to a new area via cutscene so I didn't have to mess with scary worldmap updating stuff. Thanks for sharing the code, Andyr. <{POST_SNAPBACK}> You can't be serious! Updating the worldmap is a single line that could be called from anywhere, while this other business is 20+ lines of tough cutscene code! RevealAreaOnMap(AreaName) This cannot be simpler Link to comment
Celissa Posted December 23, 2005 Share Posted December 23, 2005 Hehe, easier to me to just use a cutscene or some such. I don't like messing around with the worldmap for potential conflict reasons. Not to mention I'm too inexperienced to have guessed that playing with the worldmap was that easy. *laugh* I'll learn. Link to comment
Grim Squeaker Posted December 23, 2005 Share Posted December 23, 2005 Hehe, easier to me to just use a cutscene or some such. I don't like messing around with the worldmap for potential conflict reasons. Not to mention I'm too inexperienced to have guessed that playing with the worldmap was that easy. *laugh* I'll learn. <{POST_SNAPBACK}> This isn't really tinkering with the worldmap. Messing around with the worldmap is adding new areas to it or changing travel times etc. That all requires really clever patching techniques, but revealing an already existing area on the worldmap won't break anything, unless it's Watcher's Keep in one of the those mods that doesn't want you going there until ToB (e.g. K&Z). Link to comment
Andyr Posted December 23, 2005 Author Share Posted December 23, 2005 ... but if you do make changes to the worldmap then you need to start a new game to see them. Link to comment
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