Modding for Beginners
#41
Posted 24 March 2004 - 12:48 AM
INTERJECT_COPY_TRANS ANOMENJ.DLG 52 TsuAnoSis
== TSUJATJ IF ~IsValidForPartyDialogue("Tsujatha")~ THEN
~Blah blah blah.~
END
Thank you!
Sillara
#42
Posted 28 March 2004 - 05:53 AM
I have gotten my NPC to install. My .d files have no problems, nor do any of my .bafs, except my area .bcs. Weidu installs my mod, but it tells me there is an error in that .bcs. When I enter the area, my creature does not spawn. If I spawn him in using the CLUA console, he talks to me as he ought--but he then begins to spawn infinitely! He just keeps appearing and coming up to me. I do not know why. I looked at Ghareth's file, but the only difference was that where he had a 5, I had a 3. I changed them to match, but it did not help.
My TSUJATH.baf looks like this:
IF
See(Player1)
NumTimesTalkedTo(0)
THEN
RESPONSE #100
Dialogue(Player1)
END
IF
Global("Tsujath","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",0)
CreateCreature("Tsujath",[2843.2579],0)
END
My area TJAR0411.baf looks like this:
IF
Global("TsujathExists","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",1)
CreateCreature("Tsujath",[2843.2579],3)
END
Our creature name IS TSUJATH.cre. His DV is TSUJATH. I do not understand two things:
1. Why is he not there?
2. If I spawn him, why does he appear infinitely?
I have tested him, and, when spawned, he behaves as he ought. He just KEEPS spawning! Any help or suggestions would be appreciated.
Sillara
P.S. I HAVE looked at Ghrey's tutorial, but, though I copied it, it does not seem to have helped.
#43
Posted 28 March 2004 - 06:10 AM
IF
Global("TsujathExists","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",1)
CreateCreature("Tsujath",[2843.2579],3)
END
This is not necessary in the TSUJATH script. This may be causing a LOOP which is why he spawns indefinatly.
IF
Global("Tsujath","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",0)
CreateCreature("Tsujath",[2843.2579],0)
END
Tsujath",[2843.2579],3 The numbers in the [] tell the game where to place him. The 0-12 or 3 in your case tells the game which direction he's facing.
The Frozen North Forums IWD, NWN, KotOR discussion
#45 -Ashara-
Posted 28 March 2004 - 07:17 AM
#46 -icelus-
Posted 28 March 2004 - 07:20 AM
In other words, you should have this:
COPY_EXISTING ~AR0411.bcs~ ~override\AR0411.bcs~
EXTEND_TOP ~AR0411.bcs~ ~tsujatha\TJAR0411.baf~
(replace "tsujatha" in the second line with the directory structure to your files)
#47
Posted 28 March 2004 - 02:56 PM
to icelus: it works! we changed the EXTEND_BOTTOM to EXTEND_TOP and did the COPY_EXISTING in the .tp2, and everything installed perfectly. tsujatha was waiting for me in the planar sphere. thanks a bunch.
p.s. oh man, the .cre works but it is BUGGY....
#48
Posted 02 April 2004 - 05:50 AM
What do I do? And once I put the entry in the journal, how do I get rid of it?
Thanks in advance.
Sillara
(Apologies for the double post.)
#49
Posted 02 April 2004 - 05:06 PM
AddJournalEntry(~text~,QUEST) - for in process quest journalUmm--how can I update the map and the journal? I would really like for Tsujatha's quest to have a journal entry,
What do I do? And once I put the entry in the journal, how do I get rid of it?
AddJournalEntry(~text~,QUEST_DONE) - for completed quest journal
EraseJournalEntry(~text~) - for removing from in process quest journal
Journal entries can be added/erased in the script or dialog file. If you add them in in the dialog file then I believe you'll need to use a .tra file (i.e. AddJournalEntry(@0,QUEST) and the .tra file would be @0 = ~text~) for this to work.
#50
Posted 09 April 2004 - 08:04 AM
IF
True()
THEN
RESPONSE #100
CutSceneId("TSUJATH")
MoveToObject("Korgan")
FaceObject("Korgan")
ActionOverride("Korgan",FaceObject("TSUJATH"))
Attack("Korgan")
Wait(1)
ActionOverride("Korgan",Kill(Myself))
Wait(1)
EndCutSceneMode()
END
What happens is that the cutscene starts, but then nothing happens. They stand around and look at one another, and NOTHING. The game will not leave the cutscene, and I have to alt+F4 to get out. Argh!!! What have I done wrong?
Thanks!
Sillara
#51
Posted 09 April 2004 - 09:44 AM
Killing Korgan... I like this character already!
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#53
Posted 10 April 2004 - 12:31 AM
I am utterly at a loss. I have tried different ways of scripting this cutscene, and in the end I even tried the following, just to see if ANYTHING would happen. All that happens is it goes into a cutscene, then everyone just stands around. It never leaves the cutscene, and once again I have to alt+F4 to get out of the game.
IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END
What am I doing wrong???
Sillara
#54
Posted 12 April 2004 - 04:54 AM
Sillara, the confused
#55
Posted 12 April 2004 - 08:23 AM
As for the banters, it's likely that the triggers in the dream script do not match the triggers in the banter file. Once an Interact() command is sent, the Bxxx dialogue file is evaluated from top to bottom and the Anomen banter is finding true conditions. Perhaps you could post the triggers for the LT, the trigger for the Anomen banter you're getting, and the triggers in the dream script and we could help narrow it down.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#56
Posted 12 April 2004 - 09:34 PM
The banter that was SUPPOSED to fire begins this way:
IF
~Global("TsujathaRomanceActive","GLOBAL",1)
Global("TsujathaLoveTalk","LOCALS",36)
Global("TsujathaMatch","GLOBAL",1)
GlobalTimerExpired("TsujathaLoveTalkTime","GLOBAL")~
THEN BEGIN TsujathaLoveTalk18
SAY ~(Tsujatha has been watching you throughout the day, and now, as you begin to make camp, his eyes are on you again.)~
And it goes on from there.
The Anomen banter that DID fire begins this way:
CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~
And it goes on.
The dream script contains this code:
IF
!Global("TsujathaRomanceActive","GLOBAL",0)
!Global("TsujathaRomanceActive","GLOBAL",3)
Global("TsujathaMatch","GLOBAL",1)
See(Player1)
CombatCounter(0)
OR(4)
Global("TsujathaLoveTalk","LOCALS",15)
Global("TsujathaLoveTalk","LOCALS",27)
Global("TsujathaLoveTalk","LOCALS",35)
Global("TsujathaLoveTalk","LOCALS",39)
THEN
RESPONSE #100
IncrementGlobal("TsujathaLoveTalk","LOCALS",1)
RealSetGlobalTimer("TsujathaLoveTalkTime","GLOBAL",1)
Interact(Player1)
END
It worked for the first two of the dream script LTs. I must have just caught them somehow. But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time. Is there something I can do?
Sillara, the ever-more-confused
#57
Posted 16 April 2004 - 09:45 AM
What you've coded looks fine. Open up NI and check the compiled script from your override directory to make sure you have the correct version.IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END
Also, I have to cast my vote against one hit killing party joinable NPCs via an NPC/NPC banter. At least let them duke it out like Keldorn/Anomen.
#58
Posted 16 April 2004 - 09:55 AM
Since your NPC starts the Anomen banter you could put in !Global("TsujathaLoveTalk","LOCALS",15), etc. for additional triggers to the Anomen banter.The Anomen banter that DID fire begins this way:
CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~
It worked for the first two of the dream script LTs. I must have just caught them somehow. But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time. Is there something I can do?
#59
Posted 16 April 2004 - 10:25 PM
As for the Korgan death, it is entirely up to the PC which way it will go.
Sillara
#60
Posted 19 April 2004 - 08:55 PM
IF
Global("TsujathaMatch","GLOBAL",1)
Global("TsujathaRomanceActive","GLOBAL",2)
Global("TsujathaLoveTalk","LOCALS",51)
!AreaType(DUNGEON)
!StateCheck(Player1,STATE_SLEEPING)
TimeOfDay(NIGHT)
AreaType(OUTDOOR)
InParty(Myself)
See(Player1)
THEN
RESPONSE #100
IncrementGlobal("TsujathaLoveTalk","LOCALS",1)
Interact(Player1)
END
What is wrong with this code? I just cannot get it to fire!!! The other LTs fire, but this is the only one with a specific trigger.
Thanks!
Sillara