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  1. So, I did test my theory and it turned out to be true. I also needed to update the BAM indices manually since argent's functions don't really support image resources that use the same PVRZ page. Doing so does have the added perk of being able to name your PVRZ files whatever you want though, which makes things a bit easier to work with. LAF FIND_FREE_PVRZ_INDEX RET large_pvrz_index = free_index END COPY ~project/pvrz/icons_large.pvrz~ ~override/MOS%large_pvrz_index%.pvrz~ COPY ~project/bam/mybam01.bam~ ~override~ READ_LONG 0x001c data_offset WRITE_LONG data_offset large_pvrz_index
  2. Yeah, what caught me off guard was that the script kept running after I had already left the area. That was just weird. But I do have a better idea of how trigger regions actually work now and I've completed the entire area without too much trouble.
  3. Looking at the source code, from what I can tell, it only makes a difference if your BAMs use multiple PVRZ pages. You can then foreach through all of your PVRZs and update their indices to the new block indices that you got from UPDATE_PVRZ_INDICES. So for small images, like spell icon BAMs, you're probably better off copying them by hand to reduce the amount of unnecessary code.
  4. Yes, I understand that, but INSTALL_PVRZ only modifies MOS####.PVRZ files as far as I can tell. You have to update the BAMs with UPDATE_PVRZ_INDICES, which makes sense, but then it should only be a matter of copying the PVRZ file to override with the correct name, so I don't see what the point of that action is. The documentation states: "This function copies the specified PVRZ file into the target folder and updates the PVRZ index." So how is that different from just doing COPY ~MOS1234.PVRZ~ ~override/MOS%new_index%.PVRZ~?
  5. But the whole point is that didn't want want my characters to jump. I know how to do cutscenes with jumps and waits; Jumps are easy. I wanted them to move organically, and jumps are not organic, so everything you've said in this thread is completely besides the point. I was asking for solutions to a very specific problem and you keep trying to tell me how to solve a completely different problem that I don't have any trouble with. I appreciate your input, as always, but unless you can offer a solution to the actual question, then it's just noise.
  6. How is any of that relevant? I know how to trigger the NPCs to go somewhere, but there's no good way of telling when the characters have reached that point within the execution of a single cutscene. I can't tell if you just enjoy playing clueless or if you're just making fun of me. Yeah, but the problem again is that you can only check conditions outside of a cutscene (i.e. within a cutscene lite), which would then require a slew of other triggers and checks just to account for all the nonsense that comes with that. I made it work in perfect conditions, but in reality, conditions are r
  7. Can anyone tell me what the point of the INSTALL_PVRZ action is? Is there relevant metadata written within the zipped PVR files? And why do you need to tell it what the original index was? I thought the page was defined by the filename. I'm just curious as to how this differs from simply copying the file to override with the correct page number in the filename.
  8. The party members could be in any part of the area, so there was no way to know how much time they would need. Jumping to a point helps, but that's not organic movement. The scripting engine simply does not support what I was trying to do and it's not worth jumping through hoops to get it sorta working.
  9. Yeah, I gave up and did pretty much exactly that. I didn't even really bother with fading in and out. I've wasted far too much time trying to get this perfect when it's not even particularly important. At least it was a learning experience, I guess.
  10. Yeah, but that's the problem. I know I can instruct the party members to go somewhere, regardless of whether or not they're actually in the party, but my problem is that I need to know when all of the party members have reached the destination so that I can continue my cutscene. Using Wait isn't good enough because I don't know how long it will take the party to get there and I don't want to leave the cutscene hanging for an arbitrary amount of time if all of the characters are gathered. There's no way to say WaitUntilPartyActionListEmpty(). I tried things with SetCutSceneLite(), but that
  11. Jarno, that's of no use to me. Like I said, I don't want my other characters jumping to point, so I can't manage them via ActionOverride. Using MoveToPoint with ActionOverride will not have the party members acting at the same time, so I need multiple blocks. My own idea was actually something similar to what lynx said. I could use SetCutSceneLite and have a separate script manage the characters, which would allow me to check for various triggers in order to verify the characters' position. I was just hoping that there's a better way to wait for the party's action list to clear.
  12. I have a cutscene in which I want the party to move from point A to point B organically (i.e. by walking, not by teleporting). To that end, I made 6 script blocks in the cutscene, so that the whole party can move synchronously, and it works as it's supposed to. The only problem is, I don't know when to continue the cutscene. It should not progress until all party members have completed their movement, but since the party members can be in different parts of the area, I can't just put an arbitrary wait() call in the script and hope that they've all gathered. Is there a good way of doing th
  13. As lynx said, the only way to do this is to make them a global object (which will register them in the GAM file) and then either convert them to a familiar (change EA to FAMILIAR and then call AddFamiliar) or use MoveGlobalObject to move them around manually via BALDUR*.BCS. Doing this for all summons is not really what you want though and you'd probably need to have unique script names for each of them. Maybe the alternative is to have the creatures increase a global when spawned and decrease it when they die and then resummon them via script when you change areas. But then you'd also ha
  14. I was having an issue with a trigger region script, so I added an IF True() ... block into it and, to my surprise, the script fired on every cycle even when no one was standing on the trigger and it even kept firing when I entered a completely different area. Is that normal? Are trigger scripts always being evaluated when you enter a map? It works fine if I replace True() with Entered(), but I have no idea if the script is still firing in the background afterward. Does it break the loop once the condition is false? I just don't want to accidentally have a bunch of scripts running in the backgr
  15. Sounds like a roundabout way of going about it, but it might be easier than doing it by script. I'll give it a shot, thanks.
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