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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 ![]() |
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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