Character scripts simply not firing
#1
Posted 23 August 2009 - 08:44 AM
For some reason, this character's script is simply not firing.
The Kim.BCS script has calls as simple as:
IF
InParty(Myself)
HasItem("IMOENHP1",Myself) // ~Ceinturon d'Imoen~
THEN
RESPONSE #100
DestroyItem("IMOENHP1") // ~Ceinturon d'Imoen~
END
and yet nothing happens.
Are there simple reasons that a script like this might not fire off?
Cheers
Vandervecken
#2
Posted 23 August 2009 - 10:43 AM
Possibly it won't if party AI is off (once it's joined the party).Are there simple reasons that a script like this might not fire off?
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#3
Posted 23 August 2009 - 10:59 AM
Possibly it won't if party AI is off (once it's joined the party).Are there simple reasons that a script like this might not fire off?
Nope, 'fraid that's not it. Kim's CRE file shows hat the Kim.baf file is associated with the dialog section as well, so it's not this. Dialog scripts fire regardless of AI.
#4
Posted 23 August 2009 - 10:51 PM
There's no such thing as a "dialog script." The dialog slot is for dialogue (kim.d compiled to kim.dlg); the script slots (override, class, race, general, default) are for scripts (kim.baf compiled to kim.bcs - twice on this CRE for some reason since it's in both the override and class script slots). Conceivably, the CRE's dialogue could do this too, but it doesn't, and anyhow you'd have to talk to it (it wouldn't just "fire").Nope, 'fraid that's not it. Kim's CRE file shows hat the Kim.baf file is associated with the dialog section as well, so it's not this. Dialog scripts fire regardless of AI.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle