MoveToSavedLocationn(S:GLOBAL*,S:Area*), Moving between areas |
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MoveToSavedLocationn(S:GLOBAL*,S:Area*), Moving between areas |
May 22 2005, 10:22 AM
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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi,
what I want to do is: -teleport the PC and one NPC into another area -play a cutscene and some dialogue -move PC and NPC back to where they were Problem: I do not know in which area they were when the teleporting took place. I guess the actions "SaveObjectLocation" and "MoveToSavedLocationn(S:GLOBAL*,S:Area*)" are the ones to use here? My code for the teleporting is CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() SaveObjectLocation("GLOBAL","LOCX#AjRomAjantis","ajantis") SaveObjectLocation("GLOBAL","LOCX#AjRomPlayer1",Player1) FadeToColor([20.0],0) Wait(1) LeaveAreaLUA("AR1402","",[900.700],0) ActionOverride(Player1,LeaveAreaLUA("AR1402","",[1024.1072],9)) MoveViewPoint([1070.905],INSTANT) Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() Dialog(Myself) END And for moving back I used CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() FadeToColor([20.0],0) Wait(1) ActionOverride(Player1,MoveToSavedLocationn("LOCX#AjRomPlayer1","GLOBAL") MoveToSavedLocationn("LOCX#AjRomAjantis","GLOBAL") Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() END but it is not working, PC and NPC remain in the other area and do *not* move back to the starting area. The variables "LOCX#AjRomPlayer1" and "LOCX#AjRomAjantis" are set (checked with Shadowkeeper). I'm not sure whether it is a syntax error (WeiDU installer does not complain) or whether I am using the wrong action codes for this purpose. Thank you for any help. |
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May 22 2005, 10:30 AM
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#2
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The original one Retired team member Posts: 789 Joined: 9-September 04 From: WA, Australia |
StorePartyLocations()
RestorePartyLocations() are what you want. EDIT: Unless ajantis isnt actually in the party (i assumed he was). StorePartyLocations() actually works across save game reloads - the iesdp is wrong in this regard. This post has been edited by dragon_lord: May 22 2005, 10:47 AM -------------------- Maintainer of the Dragon's Hoard Download Center
Member of the World Transition Project The Items Mart - A comprehensive guide to item locations with maps for BG2 Portrait City - The largest collection of portraits for BG2 on the net. |
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May 22 2005, 10:54 AM
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#3
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
That did it!! Thank you, dragon lord!
Just in case someone is interested in the correct code, this is the one that worked (EDIT: Yes, it is for Ajantis in the party): CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() StorePartyLocations() FadeToColor([20.0],0) Wait(1) LeaveAreaLUA("AR1402","",[900.700],0) ActionOverride(Player1,LeaveAreaLUA("AR1402","",[1024.1072],9)) MoveViewPoint([1070.905],INSTANT) Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() Dialog(Myself) END CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() FadeToColor([20.0],0) Wait(1) RestorePartyLocations() Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() END IESDP: Either I'm blind, or "StorePartyLocations()" and "RestorePartyLocations()" are not listed in BGII:ToB Action triggers in the IESDP online version. This post has been edited by jastey: May 22 2005, 10:55 AM |
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May 22 2005, 11:19 AM
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#4
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The original one Retired team member Posts: 789 Joined: 9-September 04 From: WA, Australia |
QUOTE IESDP: Either I'm blind, or "StorePartyLocations()" and "RestorePartyLocations()" are not listed in BGII:ToB Action triggers in the IESDP online version. confused.gif Yep, you're blind . They are action 236 and 237. This post has been edited by dragon_lord: May 22 2005, 11:21 AM -------------------- Maintainer of the Dragon's Hoard Download Center
Member of the World Transition Project The Items Mart - A comprehensive guide to item locations with maps for BG2 Portrait City - The largest collection of portraits for BG2 on the net. |
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May 22 2005, 02:55 PM
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#5
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
OK I guess I have to train more with using the "Find on this page"-browser search option... I did use it, now I wonder what I actually typed into.
Thank you dragon lord! |
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May 22 2005, 03:21 PM
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#6
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Unfortunately, the only method to execute that action is what Dragon_lord mentioned above, since all the other ones are broken.
-Galactygon This post has been edited by Galactygon: May 22 2005, 03:24 PM -------------------- |
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May 22 2005, 06:26 PM
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#7
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Meaning there would be no possibility to "teleport" a non-party character as mentioned between areas?
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Jul 24 2005, 11:41 AM
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#8
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Forum Member Posts: 78 Joined: 13-July 05 |
The problem with movetosavedlocationn/saveobjectlocation (aside from their multiply flawed syntax) is it doesn't store orientation and area.
But you are saved! Check: 277 EscapeAreaObjectMove If you don't want to show the guy moving out, you could try to fade the screen, or something like that. This post has been edited by Avenger_teambg: Jul 24 2005, 11:44 AM -------------------- See GemRB !
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Jul 24 2005, 08:16 PM
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#9
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
QUOTE(Avenger_teambg @ Jul 24 2005, 01:41 PM) Check: 277 EscapeAreaObjectMove Would I use this instead of " LeaveAreaLUA()"? What would be the advantage? |
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Jul 24 2005, 09:00 PM
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#10
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Forum Member Posts: 53 Joined: 22-March 05 |
You wouldn't ever use LeaveAreaLua*() for a NPC. Instead you'd use the various actions that move a creature object to a different area.
EscapeAreaMove() can be useful if you're going to do EscapeArea() anyway (EscapeAreaObjectMove() just lets you specify an object in the current area so that the creature escapes in the right direction). Most likely, you'll just want to use MoveBetweenAreas() (or MoveBetweenAreasEffect(), except that the effect and move happen simultaneously; it looks pretty dumb with no delay between the effect and move). This post has been edited by devSin: Jul 24 2005, 09:02 PM |
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Jul 25 2005, 08:35 AM
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#11
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Why wouldn't I use "LeaveAreaLua*()" for an NPC? For what would I use it?
I really don't know. I used "LeaveAreaLUA()" for the NPC and PC in the cutscene now and it seems to work fine... |
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Jul 25 2005, 09:42 AM
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#12
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Forum Member Posts: 78 Joined: 13-July 05 |
I misunderstood you, i thought you don't have a way to move an npc to a specific position
-------------------- See GemRB !
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Jul 25 2005, 06:48 PM
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#13
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Forum Member Posts: 53 Joined: 22-March 05 |
Honestly, simply because it's never been used in that fashion. It's possible that it works because you're doing them together, but I think LeaveArea* actions load the destination area regardless, and this obviously makes no sense for an NPC. I really would suggest sticking to MoveBetweenAreas() for NPCs, but it may be something that won't make any difference in the game.
LeaveAreaLua() is used when you want to move PCs to a new area (the new area has to be loaded, otherwise your PCs will just disappear and it's likely the cutscene will stall). |
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