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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 ![]() |
Hm, as the dialogue nodes are checked from the top to bottom I think for the code you wrote I would get the
CODE !NumTimesTalkedTo(0) even if my guy is dead or sleeping, as there is no trigger that prevents the dialogue to be called in that case. You either have to put the order like this: CODE !NumTimesTalkedTo(0) !Dead("Myguy") !StateCheck("Myguy",STATE_SLEEPING) InParty("Myguy"") "bla" !NumTimesTalkedTo(0) //acts almost as True() in this case "bla" putting the more restricted case in front, or I would have to set a weight, so the "!NumTimesTalkedTo(0) !Dead("Myguy") !StateCheck("Myguy",STATE_SLEEPING) InParty("Myguy"")" case is called first. ??? OK, I think I got what you mean, but for a script trigger for example I would have to specify the case I want to trigger, so it's three blocks with check variables... |
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