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> BG1 coding question :), visual effects, items into chest: how?
jastey
post Sep 16 2004, 06:28 AM
Post #1





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... rolleyes.gif
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jastey
post Sep 28 2004, 11:44 AM
Post #2





Forum Member
Posts: 1366
Joined: 22-August 04
From: Germany




Here is what Rabain gave me for the cutscene and the visual effect. Thanks, Rabain! I put it here to make the thread complete. It's a cutscene where "creature1" is transformed into "creature2" showing the visual effect "RED_HOLY_MIGHT" (the first part goes into the dialogue-file of creature1, the second into the area script):

CODE
IF ~True()~ THEN dialogue_01
SAY @0
++ @1 EXIT
+ ~PartyHasItem("elexir")~ + @2 DO ~SetGlobal("C#transformation","GLOBAL",1)~ EXIT
END
////

///script file c#ar3344.baf

IF
Global("C#transformation","GLOBAL",1)
THEN
RESPONSE #100
ClearAllActions()
SetGlobal("C#transformation","GLOBAL",2)
CutSceneId(Player1)
StartCutSceneMode()
TakePartyItem("elexir")
ForceSpellPoint([xxx.yyy],RED_HOLY_MIGHT)
ActionOverride("creature1",DestroySelf())
Wait(1)
CreateCreature("creature2",[xxx.yyy],3)
SetGlobal("C#Retransformation","GLOBAL",1)
EndCutSceneMode()
END  



-------------------------
I just noticed there's no "OR(x)" trigger in BG1. How am I supposed to code something like
"IF ~OR(3) Dead("Myguy") SateCheck("Myguy"",STATE_SLEEPING) !InParty("Myguy"")~" ???? Easiest way (well, I mean *simplest*) is to split it into three dialogues blocks for the three different triggers, but that's.... not really convenient...

This post has been edited by jastey: Sep 28 2004, 07:07 PM
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Posts in this topic
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
Rabain   NULL   Sep 16 2004, 06:45 PM
Baronius   NULL   Sep 16 2004, 08:20 PM
Rabain   NULL   Sep 16 2004, 09:44 PM
jastey   NULL   Sep 17 2004, 02:05 AM
jastey   NULL   Sep 28 2004, 11:44 AM
Vlasák   NULL   Sep 29 2004, 09:40 AM
jastey   NULL   Sep 29 2004, 11:33 AM
Vlasák   NULL   Sep 29 2004, 12:06 PM
jastey   NULL   Sep 29 2004, 12:36 PM
Vlasák   NULL   Sep 29 2004, 12:57 PM
jastey   NULL   Sep 29 2004, 01:13 PM
jastey   NULL   Feb 17 2005, 08:30 PM
Rabain   NULL   Feb 17 2005, 10:37 PM
jastey   NULL   Feb 18 2005, 09:01 AM


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