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FindTraps() in IWD:TotL


Guest Samalander

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Guest Samalander

I've tried this numerous times now, and I can't seem to find a way to turn on the findtraps modal in IWD:TotL. I am using the script compiler released by Black Isle.

 

Any help would be appreciated.

 

Also, !ModalState(Myself, DETECTTRAPS) doesn't seem to work. Compiler complains that there is no ModalState() trigger.

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I've tried this numerous times now, and I can't seem to find a way to turn on the findtraps modal in IWD:TotL. I am using the script compiler released by Black Isle.

 

Any help would be appreciated.

 

Also, !ModalState(Myself, DETECTTRAPS) doesn't seem to work. Compiler complains that there is no ModalState() trigger.

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I can see by reading the IESDP that a lot of it comes from BG and BG2.

 

I did download the IWD Workspace of a guy named "Grog" (Nathan Bunch). In it, he has included all his source files, which I was looking at.

 

From my C++ days of programming, I was looking around to see if he had anything like #include that would give him "extra-curricular" abilities. I noticed that the Black Isle compiler comes with a lot of .IDS files in the folder. Because Grog included his entire workspace, I can see that he has at least an addition 23 .IDS files and has probably modified the contents of others.

 

The default script sources that come with IWD, IWD:HoW, and IWD:TotL do not include any reference to automatically finding traps because none of the scripts do that for you.

 

And, as I said initially, the FindTraps() for BG doesn't seem to work in IWD.

 

At any rate, I'm not entirely stupid (just new), so if someone can give me a pointer on getting FindTraps() either #include(d) or imported into IWD from the BG IE or similar... I'd appreciate it!

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