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Moonboy187

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Posts posted by Moonboy187

  1. Hi,

    Could someone explain how you can change what items a storekeeper can have for sale depending on (in this case) what chapter you are currently in? In IWD, Orrik changes the spells he has for sale depending on which chapter you are on, but as far as I know, that does not appear with any merchant in BG1. For the few merchants I would like this to apply to and judging from the dialogue that Orrik has, that is where it happens since there are 3 different store options selling different items.

    Thanks!

  2. On 1/17/2024 at 12:01 PM, Jarno Mikkola said:

    To BG1... you are dreaming man.To BG2, yes, it has been done and it's technically VERY HARD... to impossible, so the IWDEE was done to sell it as a product instead .. and it took purchased code parts of the mod to make the game.

    Yeah, the animations, those are possible, but you got to do like 10 years of reverse engineering ... of a BG2 mod, and do that in BG1. Also, there 3 versions of the original IWD(1). The unpatched, the patched and the "DLC-ed" versions.And then there's the IWDEE... which is easy to import to BG2EE, as there's a mod for that already. So you are going back to reinvent the wheel, when we have aircrafts, and formula 1 cars.

    Looking through different websites for mods for the Vanilla BG1, in the Drizzt Saga, the author had managed to import the Frost Giant model, Cornugon, Cylcops, animations and sounds into the game and it works perfect, so it is possible to do. I do need to figure out how he managed to do it, not sure if I can reach out to him.

  3. Hi,

    Is it possible to force the PC to be ambushed in a waylaid encounter? If I remember correctly, if the journey time is more than x hours then there is a higher chance of that happening, but where is that information stored and could you force an encounter if a global variable has been met?

    Thank you!

  4. Hi,

    Is it possible to add the names of the areas on the World Map like Candlekeep, Beregost etc? Most the areas have names like Valley of the Tombs (Nashkel Mines Exit), Dryad Falls (SW of Nashkel) etc.  

    Thank you.

    *Edit* 

    I found that editing the Worldmap.wmp and adding the names actually worked

  5. So I managed to sort the flickering issue, I found a site which had linked the Drawfix and that seems to have sorted it out. I do have a questions though. 

    Firstly, is it possible when creating scripts for spellcasters in oBG1 to set interrupt to False as a variable so that all spellcasters cannot be interrupted or would I need to set it within each block? Since in BG1 pausing has a habit of cancelling spellcasting, I figured I would like to try this and see how it would go, I don't normally pause the game, but when I do I don't want spells not to trigger.

    Secondly, would it be possible to export oIWD1 creature animations into oBG1 following the same method of using NI to export the .BAM's etc? Since BG1 is the older game, I'm not really sure if it would work or not as I would like to bring some elements of IWD 1 into, I already own the original CD's so installing it isn't really an issue. 

    Thank you! 

  6. 20 hours ago, Daulmakan said:

    You might be missing the direct draw fix that GOG ships the game with, I don't think new directx versions play nice with the game.

    Would you know of a way to fix it since I do not have the GOG version? I'm reading online about some fixes, but one involves using BG TuTu, which I don't want to use as I prefer the oBG1 style of gameplay

  7. 1 hour ago, Daulmakan said:

    Which game version are you using? GOG?

    If it's enabled, try unticking the "Use Hardware Acceleration" option in the config menu.

    I have the DVD version which has all 5 disks in one and a seperate disk for TotSC. I installed the UK5512 patch which allowed me to install the widescreen mod as it would not install without it. The flickering was there prior to patch install and still is. 

     

    25 minutes ago, jastey said:

    Still valid, most components.

    Should still be compatible with oBG1. For FotD there should be a mod version for oBG1 at least.

    There is more:

    GibberlingsThree:

    -(most components of) bg1re

    G3/Kerzenburgforum:

    -Ajantis Portrait Pack

    You probably do not play in German, otherwise there'd also be MK's Textpatch (for German BG1+TotSC) at Kerzenburgforum.

    Is still compatible with oBG1 (please play the romance - I put a lot of work into making it compatible with oBG1). The Rosenranken site is dead though, it's Kerzenburgforum now, or you can just grab Ajantis BG1 Expansion here at G3).

    Unfortunately, I don't speak German as English is my native language, but I will most certainly check the mod out. 

    I did notice Sorcerers Place having a section for BG1 mods so I will need to check that at some point.

  8. Hi,

    Not sure if this has been asked before but is there a list of vanilla Baldur's Gate 1 (+Tales of the Sword Coast) mods available? I have managed to install the Widescreen mod and Tweaks Anthology, which seems to work fine, however I am getting a screen flickering issue which I cannot seem to figure out how to get rid of. I read a post on GoG which spoke about some mods, but I cannot find them available to download, either the website is down or the link to the files are broken. This was the list I saw:

    Gibberlings 3:
    BG1 Quests and Encounters - Installed
    BG1 Tweaks - Installed

    Pocket Plane Group:
    BG1 Unfinished Business
    Xan Friendship
    Fields of the Dead (not recommended for novice players)

    Black Wyrm Lair:
    Drizzt Saga (not recommended for novice players)
    Herbs and Potions
    Grey Clan Episode 1 (not recommended for novice players)

    Chosen of Mystra:
    Dark Horizons (not recommended for novice players)
    Stone of Askovar
    Dark Side of the Sword Coast (not recommended for novice players)
    Back to Baldur's Gate (not recommended for novice players)

    Rosenranken:
    Sir Ajantis for BG1

    As mentioned, I was wondering if someone has access to these old mods as I was planning to go back to BG1 and do some modding of my own. If there are other mods which anyone would like to recommend, that would also be welcome.

    I had made a mod for it before years ago on an older system and I will need to try and dig out where it is (maybe on a USB somewhere).

    Thank you !

     

  9. Thank you for the responses. I have given them unique abilities and some are spellcasters, I do want them to be able to use their abilities/spells in certain situations/to check if the target is sucesptible to the effect and use accordingly. The idea is to have them AI controlled and follow the PC, having to micromanage multiple summons is a bit much when there is already so much going on. 

  10. Hi,

    I was wondering if there is a tool available to help create scripts for newly created creatures. I have made several new summon spells and want them to act in a way similar to the way hostile creatures do when using SCS or other similar mods. A lot of scripts which I can see currently via NI all have actions which are solely to be used against the PC and party. The aim is to make unique scripts for creatures which are different, but the technical scale in which some of the scripts I have seen is beyond me. Any help would be appreciated.

    Thanks!

  11. Thank you both for the links.

    On 4/17/2023 at 9:44 PM, skellytz said:

    Please follow the updates on Infinity Sounds v2

    We've spent dozens of hours restoring not only the BG1 spell casting voices/chants, but also all other spell sound effects. This wasn't as easy as simply replacing the audio files; all the individual spell files had to be compared and patched accordingly. Additionally, the affected audio files have been manually processed to remove the clipping and clicking noises that had been caused by lossy compression methods (Interplay ACM).

    Examples:

    Original (compression artifacts, heavy clipping) 

    Remastered (clean, no clipping)

    I've recently returned to this project and the new release is coming soon.

    In regards to the sounds themselves, is it possible to only have certain spells use BG1 sounds, while the vanilla BG2 retains the original BG2 sounds? For example, as I am creating new spells and I want the spellcasting sound to be like BG1, would it be possible to do that?

  12. On 2/6/2023 at 6:34 AM, morpheus562 said:

    Yes, but you will need to use the latest release of EEex to do so. Big thanks to @Bubb for that recent update. With the recent release of EEex, you will need to set special to 1 for opcodes 248 or 249 (whichever you are using) on the item you want to bypass protections.

    Oh, I had not heard of EEex before, I will take a look at the documentation for it. Is it a seperate .exe like NearInfinity?

     

    On 2/6/2023 at 6:57 AM, jmerry said:

    On-hit effects don't trigger if the hit itself is prevented by absolute protections such as Protection from Normal Weapons or Protection from Magical Weapons. In the standard game without modifying the executable, that is.

    Thats the thing, in my mind while thinking about it technically the weapon is striking the target even though they are protected and thus the on-hit action should activate. Main reason I wanted to look into it was to prevent cheese defence against bosses, so that they had a chance to remove it with their attacks. 

    Also, is there a description on what Power Levels do for spells ? I know from reading in another post that Power 0 allows spells to bypass Spell Deflection, is that right?

  13. Is it possible to allow a weapon a percentage chance to remove particular protections from the target? For example, modifying a sword to have a 33% to remove Absolute Immunity from the target? I have tried playing with the removal effects by opcode/resource, settings its probability to 100%, but it does not seem to work. I was thinking because they cannot land a hit in the first place, the removal effect cannot activate? Is there a way to bypass that?

    Thank you.

  14. 21 hours ago, subtledoctor said:

    IHowever, those all use opcode 146 to cast the original resource, SPWI617. If you want to make a different Contingency spell, it is more involved; since the EE 2.0 update, any new such spells need to do some work in the UI to function without crashing. Maybe, probably, so that the contingency can be reported in the "Contingencies" screen within the spellbook. I think?

    .

    Very interesting, I am assuming this will also apply to the Sequencer spells too. Why does the game crash with only these spell types though? Does it happen with other spells as well?

  15. So the mod in question adds Shadow Monk as a kit, and the class itself is different from normal monk progression. Each hit (depending on level) will deal magic damage and cold damage and a chance of level draining and ability score drain. There is no mention in the kit description about fist level damage etc. I had managed to find one of the .SPL files which give the Shadow Monk the effects of drain etc, when it reaches the level threshold.

  16. Hi,

    According to the game, 

    "Fists are considered magical weapons at 4th level, +1 at 10th"... 

    How does the game turn your fists into magical fists? I cannot find how the game changes them to be magical.  I have seem Monkfist.2DA which shows me the different fists depending on the level,  but when you level up and the changes take place, where is that stored? How does the game replace the current Fist with the updated one? I wish to alter one of the custom Monk kits which I have installed as for whatever reason they are not classed as magical and therefore it makes it impossible to hit late game creatures. 

    Thank you.

  17. So I have made some changes to my scripting by adding in your suggestions. By incrementing the GlobalVariable I can control the creatures being spawned in which is fine because I do not want to overload the screen with enemies. The issue I am having now is with the "Exist". With what I have now, before the the next wave spawns in it checks to see if CHEVIL04 exist, even when they are still alive, the next block of script activates and still spawns in the enemies even with the Sahugain still alive. I let my PC kill some of them, but before they all get killed the next mob appears which isn't suppose to happen. If I use CombatCounter(0) instead of Exists, the next block doesn't trigger until there is nothing happening on screen, but I have the feeling that this is really not a practical thing to use.

    IF
        Global("BeginChallenge1","GLOBAL",4)
        GlobalTimerNotExpired("Chal1Wave1","AR4500")  // Pocket Plane
        GlobalLT("Wave1Spawn","MYAREA",9)
    THEN
        RESPONSE #100
            CreateVisualEffect("SPFLESHS",[923.433])
            CreateCreature("CHEVIL04",[923.433],S)  // Sahuagin
            IncrementGlobal("Wave1Spawn","MYAREA",1)
            RESPONSE #100
            Wait(2)
            CreateVisualEffect("SPFLESHS",[1164.470])
            CreateCreature("CHEVIL04",[1164.470],SE)  // Sahuagin
            CreateVisualEffect("SPFLESHS",[661.849])
            CreateCreature("CHEVIL04",[661.849],SE)  // Sahuagin
            CreateVisualEffect("SPFLESHS",[923.433])
            CreateCreature("CHEVIL04",[923.433],S)  // Sahuagin
            IncrementGlobal("Wave1Spawn","MYAREA",1)
            RESPONSE #100
            Wait(3)
            CreateVisualEffect("SPFLESHS",[638.505])
            CreateCreature("CHEVIL04",[638.505],S)  // Sahuagin
            CreateVisualEffect("SPFLESHS",[1322.729])
            CreateCreature("CHEVIL04",[1322.729],S)  // Sahuagin
            CreateVisualEffect("SPFLESHS",[561.694])
            CreateCreature("CHEVIL04",[561.694],S)  // Sahuagin
            IncrementGlobal("Wave1Spawn","MYAREA",1)
            RESPONSE #100
            Wait(3)
            CreateVisualEffect("SPFLESHS",[1121.869])
            CreateCreature("CHEVIL04",[1121.869],S)  // Sahuagin
            IncrementGlobal("Wave1Spawn","MYAREA",1)
            RESPONSE #100
            Wait(3)
            CreateVisualEffect("SPFLESHS",[561.694])
            CreateCreature("CHEVIL04",[561.694],S)  // Sahuagin
            IncrementGlobal("Wave1Spawn","MYAREA",1)
    END

    IF
        Global("BeginChallenge1","GLOBAL",4)
    THEN
        RESPONSE #100
            SetGlobal("BeginChallenge1","GLOBAL",5)
    END

    IF
        Global("BeginChallenge1","GLOBAL",5)
        !Exists("CHEVIL04")
    THEN
        RESPONSE #100
            SetGlobal("BeginChallenge1","GLOBAL",6)
            CreateVisualEffect("SPFLESHS",[923.433])
            CreateCreature("chevil15",[923.433],S) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[1164.470])
            CreateCreature("chevil17",[1164.470],SE) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[661.849])
            CreateCreature("chevil18",[661.849],SE) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[638.505])
            CreateCreature("chevil11",[638.505],S) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[1322.729])
            CreateCreature("chevil16",[1322.729],S) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[561.694])
            CreateCreature("chevil25",[561.694],S) 
            Wait(1)
            CreateVisualEffect("SPFLESHS",[1121.869])
            CreateCreature("chevil13",[1121.869],S) 
    END
     

  18. 28 minutes ago, jmerry said:

    What do I mean about using a counter instead of a timer? Pretty much what you said. Create a global variable that increments when you create a sahuagin, or simply each time you run the spawning block. Test for this in the block's conditions, so you only run it a certain number of times. This variable shouldn't be any of the EXTRACOUNT variables, as I believe those have hardcoded behavior attached to them to decrement when a creature of the appropriate (EXTRA, EXTRA2, etc. ) gender dies.

    If I was to instead replace the Sahugain (CHEVIL04) with another creature which has the random creature.BCS attached to it, would it be possible to prevent them from over spawning as in the case with the Drow block? My understanding is that because the .BCS calls out a random creature from the list, would it even be possible to tell the script not to progress to the next Global value until all enemies are dead as the creatures called in will all have different .CRE names? 

    I do apologies if it sounds like I am asking quite a lot, its just that I am not a really good programmer and I am still currently learning the ropes. 

  19. 18 hours ago, jmerry said:

    So, this is a variation on the first pocket plane challenge? The vanilla version doesn't spawn a fixed number of enemies, instead respawning foes whenever they're killed up to a fixed number active at any one time. Until the timer for that wave expires, and the new spawns are the next type of enemies. Then the final wave is a set of bosses that only spawns once.

    All right, I'll analyze this block by block.

    First block (Gavid poofs):

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",3)
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge1","GLOBAL",4)
    		Wait(1)
    		ActionOverride("chalsp01",DestroyItem("minhp1"))  // No such index
    		Wait(1)
    		CreateVisualEffectObject("SPDEATH3","chalsp01")  // Gavid
    		ActionOverride("chalsp01",Kill(Myself))
    		Wait(2)
    		SetGlobalTimer("Chal1Wave1","AR4500",FOUR_ROUNDS)  // Pocket Plane
    END
    

     

    This one's pretty straightforward. Set the progress variable to 4, start a timer, remove the guy that talked to you. The block doesn't repeat, because the variable used in the condition is immediately changed.

    Second block (sahuagin):

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",4)
    	GlobalTimerNotExpired("Chal1Wave1","AR4500")  // Pocket Plane
    	ActionListEmpty()
    	InActiveArea(Myself)
    THEN
    	RESPONSE #100
    		CreateVisualEffect("SPFLESHS",[923.433])
    		CreateCreature("CHEVIL04",[923.433],S)  // Sahuagin
    		Wait(2)
    		CreateVisualEffect("SPFLESHS",[1164.470])
    		CreateCreature("CHEVIL04",[1164.470],SE)  // Sahuagin
    		CreateVisualEffect("SPFLESHS",[661.849])
    		CreateCreature("CHEVIL04",[661.849],SE)  // Sahuagin
    		CreateVisualEffect("SPFLESHS",[923.433])
    		CreateCreature("CHEVIL04",[923.433],S)  // Sahuagin
    		Wait(3)
    		CreateVisualEffect("SPFLESHS",[638.505])
    		CreateCreature("CHEVIL04",[638.505],S)  // Sahuagin
    		CreateVisualEffect("SPFLESHS",[1322.729])
    		CreateCreature("CHEVIL04",[1322.729],S)  // Sahuagin
    		CreateVisualEffect("SPFLESHS",[561.694])
    		CreateCreature("CHEVIL04",[561.694],S)  // Sahuagin
    		Wait(3)
    		CreateVisualEffect("SPFLESHS",[1121.869])
    		CreateCreature("CHEVIL04",[1121.869],S)  // Sahuagin
    		Wait(3)
    		CreateVisualEffect("SPFLESHS",[561.694])
    		CreateCreature("CHEVIL04",[561.694],S)  // Sahuagin
    END
    

     

    This spawns nine sahuagin over 11 seconds - just under half of your timer. Or at least, that's what happens if the whole block gets executed. Scripts with waits in them are notoriously prone to getting interrupted and having blocks only partially execute. But I'll assume that part works at least.

    What happens when the block's done? Then, the next time the game goes through the script, it finds this block again. The conditions are true, so it goes through and makes another nine sahuagin. Repeat until the timer runs out - maybe three times through, maybe only two because there's something like a second of delay between script cycles and that might be enough to push the total time over the 24 second mark.

    Also, ActionListEmpty() and InActiveArea(Myself())? OK, those triggers are in the original version of the challenge script, but they only really make sense in a creature's script. I don't see any downside to deleting them.

    On to the third block, intended to finish up the first wave.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",4)
    	Dead("CHEVIL04")  // Sahuagin
    	!Exists("CHEVIL04")  // Sahuagin
    	NumDeadGT("CHEVIL04",26)  // Sahuagin
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge1","GLOBAL",5)
    		Wait(2)
    END
    

     

    Redundant conditions there, but this is basically saying that if you've killed at least 27 sahuagin and none are active, it's time to move on to the second wave. If the timing went just a little bit wrong or one of those wait blocks got interrupted and fewer than 27 sahuagin spawned, you're out of luck and this block will never run. I recommend tweaking the spawning logic (use a counter instead of a timer) and conditioning this block only on no sahuagin being present; by the time this even has a chance to run, the spawning is definitely over.

    Now the fourth block, getting into the second wave.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",5)
    	ActionListEmpty()
    	InActiveArea(Myself)
    THEN
    	RESPONSE #100
    		CreateVisualEffect("SPFLESHS",[923.433])
    		CreateCreature("chevil15",[923.433],S)  
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[1164.470])
    		CreateCreature("chevil17",[1164.470],SE)
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[661.849])
    		CreateCreature("chevil18",[661.849],SE)  
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[638.505])
    		CreateCreature("chevil11",[638.505],S)
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[1322.729])
    		CreateCreature("chevil16",[1322.729],S)  
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[561.694])
    		CreateCreature("chevil25",[561.694],S)  
    		Wait(1)
    		CreateVisualEffect("SPFLESHS",[1121.869])
    		CreateCreature("chevil13",[1121.869],S)  
    END
    

     

    Oh dear. There's no timer this time. No variable that gets changed in the process of running the script. You spawn seven creatures over six seconds, and when you're done the conditions for this block are still true. So the next time we go through the area script, it runs this again. No later blocks in the script ever have a chance to run. It'll just keep spawning instances of those creatures indefinitely.

    I'll look at the remaining blocks even though they never run, just to continue the analysis.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",5)
    	Dead("chevil15")  
    	Dead("chevil17") 
    	Dead("chevil18")  
    	Dead("chevil11") 
    	Dead("chevil16")  
    	Dead("chevil25")  
    	Dead("chevil13") 
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge1","GLOBAL",6)
    END
    

     

    If you've killed at least one instance of each of the creatures from the second wave, move on. OK, I can now guess your intent - you wanted to spawn them once, and have that fight run until all are dead.

    Now the third wave.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",6)
    	GlobalTimerNotExpired("Chal1Wave3","AR4500")  // Pocket Plane
    	ActionListEmpty()
    	InActiveArea(Myself)
    THEN
    	RESPONSE #100
    		CreateVisualEffect("SPFLESHS",[923.433])
    		CreateCreature("hmppdr01",[923.433],S)  // Drow
    		CreateVisualEffect("SPFLESHS",[1164.470])
    		CreateCreature("hmppdrm",[1164.470],SE)  // Drow Wizard
    		CreateVisualEffect("SPFLESHS",[661.849])
    		CreateCreature("hmppdr03",[661.849],SE)  // Drow
    		IncrementGlobal("EXTRACOUNT3","MYAREA",1)
    	RESPONSE #100
    		CreateVisualEffect("SPFLESHS",[638.505])
    		CreateCreature("hmppdrm",[638.505],S)  // Drow Wizard
    		CreateVisualEffect("SPFLESHS",[1322.729])
    		CreateCreature("chevil06",[1322.729],S)  // Drow Warrior
    		IncrementGlobal("EXTRACOUNT3","MYAREA",1)
    	RESPONSE #100
    		CreateVisualEffect("SPFLESHS",[561.694])
    		CreateCreature("chevil06",[561.694],S)  // Drow Warrior
    		CreateVisualEffect("SPFLESHS",[1121.869])
    		CreateCreature("hmppdrp",[1121.869],S)  // Drow Priestess
    		IncrementGlobal("EXTRACOUNT3","MYAREA",1)
    END
    

     

    Another timer-based wave. Spawn two or three drow (chosen randomly from three possible groups) and increment a counter. No wait and nothing in this block to check the counter, so we go right back and do it again every second or so until the timer runs out ... except that the timer hasn't been set in the first place, so this block never runs at all. This definitely needs repair.

    Actually, regarding that EXTRACOUNT3 variable, I think there's some sneaky hardcoding going on - that the death of a creature with "gender" EXTRA3 decrements it by one. At least, that's the only way the vanilla scripting for this fight makes sense. So you should probably increment it by the number of creatures (with the EXTRA3 gender) spawned instead of 1, if you intend to do anything with it.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",6)
    	GlobalTimerExpired("Chal1Wave3","AR4500")  // Pocket Plane
    THEN
    	RESPONSE #100
    		SetGlobal("BeginChallenge1","GLOBAL",7)
    END
    

     

    Move on to the next wave when the timer expires. Simple and straightforward; this block might even survive unchanged to the final version of whatever you're trying to do.

    And now, the final wave.

      Reveal hidden contents
    IF
    	Global("BeginChallenge1","GLOBAL",7)
    	ActionListEmpty()
    	CombatCounter(0)
    THEN
    	RESPONSE #100
    		Wait(2)
    		SetGlobal("BeginChallenge1","GLOBAL",12)
    		CreateVisualEffect("SPGFLSH1",[638.505])
    		CreateVisualEffect("SPPORTAL",[638.505])
    		CreateCreature("chevil09",[638.505],SEE)  
    		CreateVisualEffect("SPGFLSH1",[923.433])
    		CreateVisualEffect("SPPORTAL",[923.433])
    		CreateCreature("chevil08",[923.433],S)  
    		CreateVisualEffect("SPGFLSH1",[561.694])
    		CreateVisualEffect("SPPORTAL",[561.694])
    		CreateCreature("chgood09",[561.694],NE) 
    END
    

     

    Spawn the bosses, once. Irenicus, Bodhi, and Ellesime, unless you've changed things around. Do you have something against elves? Anyway, this one looks fine. Just need to repair the blocks farther up.

    Thank you for getting back to me. Yes, this is suppose to be a variation of the first Challenge room in Pocket Plane, My initial idea was to have a gauntlet of fights from foes from BG1 > BG2 as a sort of remembrance of past battles. I was thinking to have individual battles with a small break in between waves to allow for a quick-save which would be signalled by an NPC showing up and talking to it will trigger the next Global trigger to activate much like when Gavid dies, but I wanted to try and sort out the fights themselves first, but as I am sure you can tell I have been having trouble with it. 

    The Sahugain I just left in as they have a bit of HP and it could stall time, I wanted to have random foes appear (I have already created scripts/creature which allow random creatures to be created in its place), but since I could not figure out a way to stop the Sahugain from spawning before the next round started, I thought there was no point in putting it in until I could figure it out. What is it you mean with using a counter instead of a timer, should I create a separate global variable which increments each time a Sahugain is created until a certain number is reached?

    For the fourth block, I have made alterations to the Global variables at play and by changing some of them, only once instance of the creatures spawn.

    For the third wave, I have added in a GlobalTimer has was previously done for the first wave to try and control the amount of creatures which were spawning, although it seems doing it with this wave causes a huge number of Drow to spawn, which is unintended. I need to take a look at that. 

    Final wave seems to be fine so far. I did laugh a little at the at the comment about the elves, It just so happens many of the more powerful creatures in this game are elves. They were originally meant to be the final wave, but since you can possibly fight them again because of SCS, I might replace them with something else. 

     

  20. Hi,

    I have been baffled with this for weeks now and I cannot seem to figure out what is happening. From my what I have done and what I understand is that the initial group which appears, there seems to be 27 units of them (Looking at the GlobalTimer which is set to 4 rounds, it recycles the creatures being created 3x, which results in 27, am I reading this right)? 

    Once they all die, the next group should spawn in (which they do), however they seem to keep respawning infinitely. No matter how many times they die they just keep coming back and the I cannot figure out why. The other Global triggers don't activate since there is something which is looping Global 5. 

    If I use console and SetGlobal to 5, it will spawn the group and they will keep spawning. If I set to Global 6, nothing happens, but If I do Global 7 then they spawn correctly and only once, they do not multiply.

    I have attached a copy of the code and I am at a complete loss. Any help would be very much appreciated.

    Kind regards,

    BCS fight script.txt

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