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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Hi,
I have two questions to BG1 coding: 1. If I want to have a nice visual effect, e.g. one creature dissappears with a lot of glowing light.. whatever, how do I code that? (For BGII, I would use: CODE CreateVisualEffectObject("effect",Myself) Is there something similar for BG1?)2. I have problems to put an item into an existing container. I have the following code in the area.baf: CODE IF Global("C#ItemInTruhe","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#ItemInTruhe","GLOBAL",1) ActionOverride("Container1",CreateItem("ITEM",0,0,0)) END which is the only way I see, but this puts the item in front of the container. How would the correct code have to be, to place the item inside? Thanks! PS: Answers as soon as possible, please... ![]() |
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#2
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Hi Baronius,
thanks for the fast reply! Well, a spell I've never done before... Can I do it like an item via NI? How do I make a spell in BG1 with a nice visual effect but no real impact, where do I find the visual effects.. Does there exist a tutorial on that somewhere (or do you want to describe it briefly to me...)?... With "disappear" I mean vanish: before, the creature is there - visual effect - creature gone (DestroySelf()) And talking about cutscenes: I tried to start one by calling the following code in a dialogue file: CODE DO ~ StartCutScene("mycutscene") StartCutSceneMode()~ EXIT and the script-file "mycutscene" would look like: CODE IF True() THEN RESPONSE #100 CutSceneId("creature1") SetGlobal("variable","GLOBAL",1) DestroySelf() CreateCreature("creature2",[300.250],0) EndCutSceneMode() END But I guess that's BGII code again, as the cutscene didn't work. It changed to cutscene mode all right, but after that nothing happened. I also wanted to inlude something like CODE ActionOverride("creature2",DisplayString(Myself,~text~)) But this gives me syntax error... |
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