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Luke

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Everything posted by Luke

  1. Is there a way to disable the nerf to Arrow of Fire/Ice/Acid on BG1EE ? Boring/Bombardier Beetles have an unknown animation........
  2. It seems to be fixed now, everything installed fine What was the problem?
  3. I can successfully install the component "test" (there are some parse errors though....) SETUP-STRATAGEMS.DEBUG.zip
  4. Try have a look at this (I'm not sure it's what you were lookin' for.....)
  5. Terrific! Many thanks for the help; I'll try to do a RC2 with this fix by the end of the day (Pacific time). I'm still getting that error with ogremasu.baf (RC 2......) SETUP-STRATAGEMS.DEBUG.zip
  6. This looks like the OSX call to SSL isn't working. That's tricky for me to debug given I don't have a mac testing environment, but I'll give it a go. Try the following: - open stratagems/sfo/general/lib_general.tpa in a text editor - Find line 57, which currently reads AT_NOW ~/usr/bin/perl %scsroot%/%ssl_loc%/ssl.pl "%full_loc%\%script% %sslvariables% -o %workspace%/ssl_out -l %ssllibrary% %workspace%/autolib %booleanstring%"~ EXACT - Remove the quotation marks, so that it reads AT_NOW ~/usr/bin/perl %scsroot%/%ssl_loc%/ssl.pl %full_loc%\%script% %sslvariables% -o %workspace%/ssl_out -l %ssllibrary% %workspace%/autolib %booleanstring%~ EXACT - try reinstalling the component. It didn't work (it appears to be the same error........) When you say, "appears to be the same error", do you mean there's some specific SSL error message you're seeing? Or do you just mean the install fails at the same place? In any case, try swapping the backslash for a forward slash, i.e. changing %full_loc%\%script% into %full_loc%/%script% in that same line. Still no luck......
  7. This looks like the OSX call to SSL isn't working. That's tricky for me to debug given I don't have a mac testing environment, but I'll give it a go. Try the following: - open stratagems/sfo/general/lib_general.tpa in a text editor - Find line 57, which currently reads AT_NOW ~/usr/bin/perl %scsroot%/%ssl_loc%/ssl.pl "%full_loc%\%script% %sslvariables% -o %workspace%/ssl_out -l %ssllibrary% %workspace%/autolib %booleanstring%"~ EXACT - Remove the quotation marks, so that it reads AT_NOW ~/usr/bin/perl %scsroot%/%ssl_loc%/ssl.pl %full_loc%\%script% %sslvariables% -o %workspace%/ssl_out -l %ssllibrary% %workspace%/autolib %booleanstring%~ EXACT - try reinstalling the component. It didn't work (it appears to be the same error........)
  8. So they both remove the active CRE from the GAM file, right?
  9. What do you mean by the time passed might be too long already?
  10. The following script IF Global("gt_dead","global",1) Kit(Player1,GTBSMS) AreaType(16) PartyRested() THEN RESPONSE #100 ActionOverride(Player1,AddSpecialAbility("GTALLY") SetGlobal("gt_dead","global",0) ENDdoesn't work if I use EXTEND_BOTTOM (i.e., when it's added at the bottom of baldur.bcs....). Instead, if I use EXTEND_TOP (plus the action continue()), then it works fine..... Why?
  11. What's the difference between EscapeArea() and DestroySelf() (apart from the fact that the latter makes a CRE disappear instantly)?
  12. So, the problem is due to the action AddFamiliar() ----> this action temporarily sets all of a creatures non-EA values to 0 (GENERAL, CLASS, RACE, GENDER, ALIGNMENT, SPECIFICS). Anything that forces that character's action-bar to update itself will revert the creature to it's normal values (and action-bar). For example: Casting a spell from a quick-spell slot (needs to update the quantity) Changing the spell in a quick-spell slot Using a quick-item with quantity/charges Then re-select the character. (courtesy of @kjeron)
  13. The problem seems to be related to my script (1st post): if I don't assign it to my CRE and change its allegiance to 5 (controlled), then all the buttons are there...... But what is wrong with my script!?
  14. No, you're wrong. It perfectly works on EE v2.5+. Simply add the following row NOTAREA 0x106 -1 9 to SPLPROT.2da and you're done (courtesy of @Argent77)
  15. It makes no difference ......
  16. I don't think so..... I tried changing the class of the ghast summoned by Tiax to Thief and when he summons it, all the buttons are there..... So there is probably something wrong with my script (1st post), but it's really odd (anyway, the animation of my CRE is GREATCAT_LEOPARD....)
  17. What do you mean by properly assigned? This is my assignment: WRITE_BYTE 0x0273 4. Moreover, I noticed the same happens if I write: However, if I open the CRE file in NearInfinity, everything seems to be correct, so I really can't understand......
  18. Thanks for answering. The previous script is attached to a CRE and it is the first script block (it must give true only when the CRE is summoned......) As far as EXTEND_TOP/BOTTOM is concerned, I guess I'll stick with EXTEND_BOTTOM if it's better (the script block that I'd like to add to baldur.bcs doesn't make use of OnCreation()......) Separately, I noticed that if the class (offset 0x0273) of the previous CRE is, say, THIEF, then that CRE is not a Thief when it's summoned (the action bar lacks the Stealth button, the Find Traps button and the like....) ---> it becomes a Thief only after entering a building (or changing area). Why?
  19. 1) I'd like to make a certain summoned CRE act as if it were a "Familiar". This is my script: My question is: is action ChangeEnemyAlly() useless since there is AddFamiliar()? 2) When patching existing game scripts (e.g., baldur.bcs), is it better to use EXTEND_TOP or EXTEND_BOTTOM?
  20. According to the IESDP, areatype should be a pseudo stat (0×106).... So? How can I use it?
  21. Would you elaborate?I'm interested in AREATYPE different from FOREST..... Unfortunately, there is no such entry in NearInfinity (unless it is one of those 'Undefined'....)
  22. Is it possible to set parameter2 of opcode #318/324 to AREATYPE != specified value?
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