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





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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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Vlasák
post Sep 29 2004, 09:40 AM
Post #2


Mathematical poet


Retired team member
Posts: 159
Joined: 9-July 04
From: Prague, Czech Republic




QUOTE(jastey @ Sep 28 2004, 01:44 PM)
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...

yep, you must divide it into three separate blocks...

...or if your dialog is simple (little amount of other top-level nodes; in other case it would get more complex in variable/weight handling) you can make the block with conditions:
!Dead("Myguy")
!StateCheck("Myguy",STATE_SLEEPING)
InParty("Myguy"")

as the negation of your conditions to handle possibilities that are not desirable for your dialog node. In addition you have to increase weight of this node. Then, you can make top-level node that is desirable for your dialog with True() condition. If you have another top-level nodes (ie initial node with NumTimesTalkedTo(0)) you must to specify their proper weights or/and another additional conditions for this initial and/or for other top-level nodes.


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Baldur's Gate II add-on CZ - TC from Dalelands
http://addoncz.gamestar.cz

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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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