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temnix

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Everything posted by temnix

  1. Yep. Don't even stay to say what is confused about missing offsets. The guide lists seven, there are more fields, have to count off the bytes myself from the name value for the others.
  2. I have this *situation*... an invisible minion has rebelled against his purpose and shakes the firmament. This sorry angel was left around in an area from which my spell whisked off the party - that's how the spell works; he was left behind as an anchor for its return. On the way OUT the creature had a reliable attachment to a specific party member, the caster, through LastSummonerOf, and sent him to the second area, the rest of the party following along. When the spell is cast to return, though, the game may be past a reload, which unmoors LastSummonerOf and similar objects, and so a more definite indication of who is coming back is needed. Thus, I put a local variable on the caster of the spell, setting it to 1, and a delayed effect that resets it, all in the casting. The caster is quickly removed from the second area and brought back to the first, where the original minion is supposed to check which party member has this variable set and proceed to finalize the return. The relevant part of the minion's script reads: IF AreaCheck("AR0700") Global("THS","GLOBAL",2) Global("THIS","LOCALS",1) TriggerOverride(Player1,Global("AWAY","LOCALS",1)) THEN RESPONSE #1 ... The global variable is at 2 to show that this is the journey back, it is set in the second area. The local on the minion was set when it was forwarding the party. The area is also right. But he refuses to recognize that the spell has put a local variable on Player1. Without this condition the block works, with it, it doesn't. I had doubts that possibly Player1 had a protection from NEUTRAL on, the minion being of that allegiance, so the variable could not be seen, but no. I thought I had failed to set it at all, but a check in BALDUR detected it on Player1 right away. It's just this two-bit Lucifer who doesn't want to admit it. Any ideas? Bitter experiences in the same vein?
  3. And not bother you, milord? Well, nobody is dragging you into the topic to reply. I look up these things, of course, but the Weidu readme is not always clear. It lists a bunch of offsets, and which fields do they refer to? For regions, for example, which I'm working on now, it lists seven offsets. But there are many more fields in a region. Is "trigger value," whatever that is, one of them? How about cursor number? Destination area, entrance name... is trapped? Is the trap detected? Try to fit all that into seven fields. I can do the counting off myself, sure, but then it doesn't help to refer me to docs.
  4. GET_OFFSET_ARRAY is a handy function, but it doesn't want to consider the randomness I'm building in. Here is how I'm patching regions: COPY_EXISTING ~SW1_#.ARE~ ~override~ GET_OFFSET_ARRAY "region" ARE_V10_REGIONS PHP_EACH "region" AS "ind" => "region_offset" BEGIN READ_SHORT ("%region_offset%" + 32) "type" PATCH_IF type = 1 THEN BEGIN WRITE_ASCII ("%region_offset%") ~Garbled text~ SET garbled = RANDOM (1 12) PATCH_IF garbled = 1 THEN BEGIN SAY ("%region_offset%" + 100) @1 END PATCH_IF garbled = 2 THEN BEGIN SAY ("%region_offset%" + 100) @2 END And so on. This code is supposed to randomize the text on signs in the area. But they all get the first entry. It looks like I need to clear memory here somewhere, with CLEAR_ARRAY, maybe. But where to put it?
  5. I'm trying to make a custom fog arrangement for an area I'm making, but putting the area code in front of the line doesn't work. With the area code in FOGPT the fog appears as very thick, flickering squares, as if there is no space for the area name parameter and it is interpreted instead as one of the others. If I try to put the area code in FOGAREA, the game crashes completely. By the way, an interesting fact: fog doesn't require an area to be "Outdoor," only to have "Weather." Unlike the other weather types, that is. It means there can be fog in dungeons. But all weather is only possible for areas listed in MASTAREA.2DA.
  6. At 8-character intervals? Okay, this ought to work, then. Thanks.
  7. As far as I can tell, the offsets for ambients don't include the file list.
  8. I'm looking for a way to give all ambients in an area different file names for their lists. Any ideas about how that can be done? fj_structure only adds or deletes ambients, and there is no function like ALTER_AREA_REGION etc. for sounds. I could open the ARE for a REPLACE_TEXTUALLY, but I can't know what the WAV file names will be in advance, nor how long, to end the regular expression. This is for patching a copy of every area so as to keep their numerous and craftily-placed and tuned ambients but make them play sounds from a custom set. If I could, I would replace WAV sound 1 in each with the name of the first prepared sound from my set, WAV no. 2 with the second and so on. This way or some other, the result should be a parallel set of maps.
  9. This mod is small and was done hastily. It had a serious, game-disrupting problem in one place and did not work too well overall. I cleaned up the act and added another component.
  10. The answer is no. My choice of a suffix instead of a prefix has caused no problems whatsoever to date, there is no reason to think it ever will, and I'm not responsible for anybody's knees. Let them get their heads out of the sand instead. It's a good thing you popped by, though, because I want to thank you for pointing out problems with "Adventurer's Miscellany." You were the only one to give feedback on that mod. I have a very big update and overhaul mostly finished, set aside for now as I'm making something smaller. As far as I'm concerned, you earned a reputation point there.
  11. Vision matters. If a gate is nearby and the character is under No Collision Detection but can't see to the other side, he will go around through the gate. It could be that shade walls do this. @Endarire, Thanks for the tip, but those spells probably use No Co and Override personal space, to pass through creature sprites. There are no other effects that can do the job. However, all this is not relevant anymore. I found the other half of the scarab and will put together a little demo soon.
  12. Too-roo-roo, the trumpets are blowing. The challenge: get a creature to walk from any point A on the map to any point B, across all walls and obstacles, through a script. The command that sends it will be a simple Move command, in essence. I've send creatures across the landscape with a wing buffet, when they were furnished with No Collision Detection... ...but getting to point B needs to be done by walking now, and the problem is that a creature needs to be able to see point B, or maybe just to see through all of the light obstacles and shade walls on the way. For example, here the characters on the right could not go through the wall, because they can't see the other side. They try to go around instead, if there is a gate, or bump into the wall otherwise. I've tried using Clairvoyance, but that just removes the black fog, I've tried Farsight, but that comes with a magic-icon pointer, unusable on automation, and increasing visual range won't solve the problem. The point to which the creature will be sent is always going to be on passable terrain, it's in the code, so that's not a concern. If you can figure out how to cut through all of these landmarks, I'll tell you the other half of a very cool idea the beginning of which I found in the toolset yesterday. Without, it won't work.
  13. So it would be more reliable, necessary, in fact, for SoA/Tutu to use a combination of state checks? How about !StateCheck(X,CD_STATE_NOTVALID) with InMyArea()? I used IsValid in lots of places lately, playing on EE they work, but if they are going to fall through the floor on a Tutu installation...
  14. "Anymore"? When did it? In SoA/Tutu? I don't know if I ought to include these extras for EXTERNs to work in Tutu. I guess I'll have to test this. Rieltar talks to Yeslick at the library, let's teleport the dwarf to Durlag's tower or the tiny chicken shed.
  15. Dumbass, I'm asking if not just for party characters but for monsters this is the only way. How did BG1 go about this with gnolls? Are they getting to-hit penalties?
  16. There is a place on the Candlekeep map that I want to make walkable - one of the towers. I edited the search map to transform blocking roof terrain there into stone and wood, and there, on top of the tower, I want to put my crossbowmen. But even though I now hear the right sounds there, the creature is still shaded as though standing below. The only explanation is that there are polygons there. They come in groups on the maps, and there seems to be no way to find out which polygon group is there, not on my current computer. I have another that might tell me that, but before I switch to that one I want to scan the brains here for a quick solution - what to do about those polygons? For one thing, even if I find out which group that is, I know no way to delete polygons using Weidu. I would probably have to replace the WED, both the day and the night WEDs. Edit: DLTCEP can show different polygons and delete them. I can't use NI for that right now. After DLTCEP the shading goes away, but horizontal lines appear: These can't be for the same reason as the ones in that guy's post about night tileset. I'm not converting anything here to a TIS. So, will the same problem appear if the polygons are deleted with Near Infinity, or is this an artifact that DLTCEP leaves as an old tool?
  17. Please give detailed download instructions. Also, is this mod EET-compatible? Also, which version is this? I want to make sure I get the latest version.
  18. Can I get an answer about how to give points in halberds to an NPC? Only with an effect, is that it?
  19. Does this trigger include Range stipulations or InMyArea?
  20. So none of those fields - "Axe proficiency," "Spear proficiency" and so on - add points to halberds?
  21. Is there a way to use SAY to give a blank, no line, to a creature? Often I want to eliminate a verbal constant for a CRE file that I'm patching, and I can do that by doing WRITE_LONG 0x0 0, to set string 0 there, but looking up every offset for BATTLE_CRY1, BATTLE_CRY2 or RESPONSE_TO_INSULT3 is a bother.
  22. Which field in the CRE file controls points for halberds?
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