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Sep 16 2004, 06:28 AM
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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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Sep 16 2004, 06:45 PM
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#2
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GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
It's probably best to start a cutscene by running your StartCutSceneMode() from a script (the script of the person saying the dialogue). Use a DO ~SetGlobal()~ in the dialogue to trigger the script
Also use StartCutSceneMode() before StartCutScene(). And you should be able to get strings to display in the cutscene using: ActionOverride("bwcallum",DisplayStringHead(Myself,~Dawnbringer Sain, I am Callum.~)) Wait(1) ActionOverride("scsain",DisplayStringHead(Myself,~Ah Yes, the Paladin of Amaunator, we have been expecting you!~)) Likewise if you are using DestroySelf() you should be able to copy the code above as ActionOverride("creature1",DestroySelf()) /// i have just checked and this is indeed used in several scripts in BG1 |
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jastey BG1 coding question :) Sep 16 2004, 06:28 AM
Baronius NULL Sep 16 2004, 08:18 AM
jastey NULL Sep 16 2004, 08:38 AM
Baronius NULL Sep 16 2004, 08:20 PM
Rabain NULL Sep 16 2004, 09:44 PM
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jastey NULL Feb 17 2005, 08:30 PM
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jastey NULL Feb 18 2005, 09:01 AM![]() ![]() |
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