pro5 Posted January 20, 2007 Share Posted January 20, 2007 // new troll scripts to transform to dead versions at low HP COPY_EXISTING ~troll01.bcs~ ~override/drshnl02.bcs~ ~troll01.bcs~ ~override/eletro03.bcs~ ~troll01.bcs~ ~override/kptrol23.bcs~ ~troll01.bcs~ ~override/pptroll2.bcs~ ~troll01.bcs~ ~override/sutroll2.bcs~ ~troll01.bcs~ ~override/torgal2.bcs~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~ChangeAnimationNoEffect("TROLL02")~ ~ChangeAnimationNoEffect("%DEST_RES%")~ COMPILE_BAF_TO_BCS // create 'dead' or 'knocked down' versions of 'special' trolls COPY_EXISTING ~drshnl01.cre~ ~override/drshnl02.cre~ ~eletro01.cre~ ~override/eletro03.cre~ ~kptrol03.cre~ ~override/kptrol13.cre~ ~pptroll1.cre~ ~override/pptroll2.cre~ ~sutroll.cre~ ~override/sutroll2.cre~ ~torgal.cre~ ~override/torgal2.cre~ The line in bold red should read: ~kptrol03.cre~ ~override/kptrol23.cre~ otherwise KPTROL03 disappears instead of "falling down" because game can't find KPTROL23.CRE to use its animation. Link to comment
Shaitan Posted January 20, 2007 Share Posted January 20, 2007 So that's perhaps why the troll (The one you meet when returns to the keep after opening the drawbridge, where to guards help you) in D'arnisse Keep disappears when it should be dead? Link to comment
devSin Posted January 21, 2007 Share Posted January 21, 2007 Actually, it's likely that the script should be KPTROLL3 (instead of TROL23). Link to comment
pro5 Posted January 21, 2007 Author Share Posted January 21, 2007 Actually, it's likely that the script should be KPTROLL3 (instead of TROL23). But there's no KPTROLL3.CRE in the game either, so the result will be the same. Link to comment
devSin Posted January 21, 2007 Share Posted January 21, 2007 That's why we're copying kptrol03 to kptroll3. Duh. ;D Link to comment
pro5 Posted January 21, 2007 Author Share Posted January 21, 2007 That's why we're copying kptrol03 to kptroll3. Duh. ;D Sorry, but it's KPTROL 1 3, not KPTROL L 3. Link to comment
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