Jump to content


Kevin Dorner

Member Since 27 Mar 2003
Offline Last Active Apr 07 2009 03:09 AM

Posts I've Made

In Topic: Scripting action SetHomeLocation

27 May 2003 - 08:48 AM

Thanks for the replies! :)

The only save someone sent with this problem has Hendak halfway to the back area where the cells are, in the doorframe. This would seem to indicate what Cuv was saying that he was seeking his "home" point but was unable to reach it.

Someone on Ironworks just posted on this and their Hendak completely vanished so have high hopes for a save with it. I am going to run through it with SetHomeLocation pointing to the location that Hendak should arrive at when he finishes his wanderings.

I know that sometimes the engine misses checking impassible areas because I have seen it in playtesting. One of the areas that is impassible is the map in the Planar Sphere. I needed to test vampire domination for a long time but didn't want to get whacked so CLUA'ed a bunch of vampires and then Ctrl-J'ed the PC to the centre of the map where they "couldn't" reach me. Well, occasionally if the engine was too busy with other things it would forget to check the impassibility and one would run right across the "impassible" area to get to the PC. So it might still be possible for Hendak to at least make it out of the visible/accessible area to reach that far-off home point in the void.

In Topic: NPC Questions

20 April 2003 - 04:05 PM

"How do you make an NPC go hostile after a certain dialogue ?? For example, Firkraag is neutral until either a) you attack him, or b ) you say you`ll kill him."

Enemy()

"Also, is it possible to give an NPC different powers when they`re hostile to when they`re in the party ??"

Sure, just use

IF
     InParty(Myself)
THEN

or

IF
     !InParty(Myself)
THEN

checks in their AI to determine what powers that they do or do not use.

"And how do  you make a party member leave the party from a dialogue triggered from an event ?? For example, when Keldorn leaves the party if you side with Bodhi; or Jaheira leaves when the messenger comes."

LeaveParty()

and optionally

EscapeArea()

to make them leave the screen and permanently vanish.

In Topic: Ghost popping out effect...

19 April 2003 - 04:09 PM

Some items (such as the Vorpals ie the Axe of Unyielding and Silver Sword) don't cast any spells of any school; they just apply the effect directly...

But you planted the seed of an idea, so I tried it out. I created a "spell" called GHOSTPOP.SPL that has that "lighting effect" as its only effect block; made sure it is level 0, schoolless, classless, casts instantly and bypasses resistance so nothing blocks it. Anything immune to Slay I will set as immune to the spell GHOSTPOP.SPL, and I will have to find every .SPL and .ITM with a Slay effect and change the Lighting Effect # 39 to casting GHOSTPOP.SPL. Whew...

So it's doable, it's just going to take a helluva lot of effort. Who ever said that perfection was an easy thing to come by, right? ;)

Thanks for the idea.

Edit: Ah... had to separate the two effects for Kill Target and Slay as some things are immune to one but not both. But it's coming together nicely.

In Topic: Non Avatar Bams

15 April 2003 - 04:34 PM

Yes. There was quite a bit of discussion about it when BG2 first came out. Many people preferred the BG1 version, but apparently it just wasn't considered worth the work by the designers.

When I asked the BioWare guys about why the flaming sword effect was removed, the answer I received was that they liked it as much as the rest of us did... in 640x480, and it looked so cruddy at any higher resolutions, especially 800x600, that they got rid of it there and then. It was originally in the first builds of the BG2 engine.

In Topic: "Diseased" state check broken?

04 April 2003 - 10:37 AM

Damn... that is nice. Thanks.

I really have to sit down and get reasonably competent at WeiDU one of these days. :(