Two coding issues
#1
Posted 08 October 2003 - 11:06 PM
First problem, we (TGM and I) wanted to add another kit to our upcoming mod. Well, maybe for the 2nd release. Anayway, I needed to create a mage kit, but it doesn't work. Of course I had to add preventively a file named K_M_H.2DA, so that WeiDU could update it. In fact it does, but still, the kit doesn't show in game.
My suspects are on specialists, they don't seem to be coded as normal kits, and things are messed up.
So, is there actually a way to create a mage kit?
Second problem: I was creating a spell, and I needed the invisible creature trick (it runs a script then disappears). Everything works right, but I'm unable to disable the "summoning smoke". It seems hardcoded with the summoning effect. I've tried to add a DisableAnimation effect, but still nothing. Maybe I need to set some unknown values?
Other possibilities? For example, are there creatures that don't "smoke" when summoned?
Thanx for any suggestions
Ever forward, my darling wind...
#2
Posted 09 October 2003 - 12:02 AM
#3
Posted 09 October 2003 - 12:08 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#4
Posted 09 October 2003 - 01:53 AM
You are spot on with that assessment. The last mage slot was taken up by the Wild Mage slot.
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#5
Posted 09 October 2003 - 09:08 AM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#6
Posted 09 October 2003 - 01:39 PM
01. Delete cache/data files (just in case)
02. Add kit using ~~ (not ~K_M_H~ at kittable point)
03. Start game then exit after autosave
04. With NI open up SAVE folder
05. open up BALDUR.GAM (autosave game folder)
06. View
07. Played Characters (*IMOEN10)
07. View/edit
08. Edit
09. CRE (at bottom)
10. View/edit
11. KIT
a. FIND your kit
b. UPDATE
12. Do rest of your creature edits
(portraits, dlg, bcs, no flags set, etc)
13. Exit out with save
14. call up autosave game with SK
15. convert Imoen to cre file
16. final edit of cre and export to your mod folder with NI
I did this to make Nalia a non-playable (by protagonist) thief kit I made.
No way to test with mage kit since I don't have any new ones to add.
CRE should reflect new kit but as to if it will 'behave' properly I don't know,
hlidskialf might, he's very knowledgeable.
Hope this works!
P.S. Though if you want to make kit available to protagonist, not just Mod NPC, disregard per posts above.
Iltha Windspear
Working on Iltha Windspear Expansion. At left is Iltha, not me! I'm a guy. Who's Azrii you ask? She's the one who taught me it's a lot easier to fly with a basic storyline in hand as opposed to relying on my 'intuitive and ingenious' imagination.
#7
Posted 11 October 2003 - 12:22 AM
actually I needed the invisibility trick twice, so, two problems solved!
About the kit, unfortunately it should be available to the protagonist...
@hlidskialf, what do you mean by simulating it by script?
Ever forward, my darling wind...
#8
Posted 11 October 2003 - 08:18 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#9
Posted 13 October 2003 - 12:17 AM
Another question for you expert guys: suppose I create a creature via script. Is it possible to script even some visual effects over it? I mean, direct to a VVC or something?
@hlidskialf:
Thanx! I admit I'm scared just at the idea
But the kit wouldn't still appear at game creation, you can only use it on a CRE, right?
Ever forward, my darling wind...
#10
Posted 13 October 2003 - 04:03 AM
You'll need either a BAM or PRO file for some serious animations.
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#11
Posted 13 October 2003 - 11:38 PM
CreateVisualEffectObject(S:DialogFile*,O:Target*)
but how is it used?
DialogFile?
Not a bam or something?
I'd have to cast it to a newly created creature (created by a script in its turn activated by a spell... trust me there's a reason )
Ever forward, my darling wind...
#12 -Sim-
Posted 14 October 2003 - 06:48 AM
#13
Posted 14 October 2003 - 11:59 PM
I'll have a try with that, then.
Ever forward, my darling wind...
#14
Posted 15 October 2003 - 01:17 PM
CreateCreatureObjectOffset("MyCre",Player1,[0.120])
To add a special ability from a script:
AddSpecialAbility("SPELLNAME")
To avoid the BAD coding mentioned by Hlidskialf on the main player or existing NPC you can use EXTEND_TOP on Dplayer1.bcs or the NPC override BCS. Not something really recommended but quite convenient to add a few new spells quicly without resorting to creating an entire new KIT.
So to add let say an additional quivering palm as from level 18 on the main character if he is a monk, you'd EXTEND_TOP the following script to Dplayer1.bcs
IF
LevelGT(Myself,17)
Class(Myself,MONK)
Global("AddQuiv","LOCALS",0)
THEN
RESPONSE #100
SetGLobal("AddQuiv","LOCALS",1)
DisplayString(Myself,'New ability gained: quivering palm')
AddSpecialAbility("QUIVERING_PALM")
END
Alan M.C.
#15
Posted 16 October 2003 - 11:48 PM
The work on the second Kit is on hold though, given the problems, till we complete the primary component of the mod.
And I'd really need to make it a mage kit, as it'd be intended to be a playable class...
Ever forward, my darling wind...