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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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![]() 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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