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#1
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![]() Forum Member Posts: 24 Joined: 28-September 04 ![]() |
In the Neht mod there is now a cutscene where an Enforcer (insanely powerful undead that hunts other undead) makes a lich die in a very painful and flashy way.
The Enforcer gives his mightier-than-thou speech and it fires off like it should, until the very end when the cutscene is supposed to start. The game goes into cutscene mode... and does nothing. I have no idea why it is not doing anything, except that is probably something simple and/or moronic that I missed. The Enforcer's Banter: CODE CHAIN IF ~Global("Enforcer","LOCALS",1)~ THEN SK#ENF 0ENF ~Well now, gaining access to your little hideout turned out far easier than I thought it would be, lich. Having to hunt you down and kill you in pieces all the way from Calimport had been fun up till now. A pity only the skull of you is left.~ DO ~SetGlobal("Enforcer","LOCALS",2)~ == SK#ENF ~Are these allies of yours, Aeldredus? Not that their help would do you much good against me.~ == SK#LICH ~Hardly.~ == SK#ALGOL ~Soooo sorry, Master!~ == SK#LICH ~I'm sure you are, as sorry as anyone whose main concern is preserving their own rotting skin.~ == SK#NEHTJ ~<CHARNAME>... with an Enforcer here, we should leave immediately.~ END ++ ~I have no idea what is going on.~ EXTERN ~SK#ENF~ 1ENF ++ ~Why? Things are just beginning to get interesting.~ EXTERN ~SK#ENF~ 2ENF ++ ~We came here to put an end to the slave trade, not run away at the first sign of trouble.~ EXTERN ~SK#ENF~ 3ENF ++ ~I agree, leaving seems to be a good idea.~ EXTERN ~SK#ENF~ 4ENF ++ ~We should help that lich.~ EXTERN ~SK#ENF~ 5ENF APPEND SK#ENF IF ~~ THEN BEGIN 1ENF SAY ~Just as well, I might have to kill you too. Fleshies knowing too much about the undead could cause problems for my masters. Let me deal with the lich, then you and I can spend as much time as we want together.~ IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2) ClearAllActions() StartCutSceneMode() StartCutScene("SK#CUT1")~ EXIT END IF ~~ THEN BEGIN 2ENF SAY ~That's the spirit! I knew I would like you. Ever thought much about what you'd do once you died? No? Well, I suppose soon we'll find out.~ IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2) ClearAllActions() StartCutSceneMode() StartCutScene("SK#CUT1")~ EXIT END IF ~~ THEN BEGIN 3ENF SAY ~Only a fool doesn't run away from what can kill him, but I digress. Give me a moment and then we'll spend some more quality time together.~ IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2) ClearAllActions() StartCutSceneMode() StartCutScene("SK#CUT1")~ EXIT END IF ~~ THEN BEGIN 4ENF SAY ~It is now far too late for that, little fleshling. You will now stay, stay and realize just how deep the hole you have dug yourself into.~ IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2) ClearAllActions() StartCutSceneMode() StartCutScene("SK#CUT1")~ EXIT END IF ~~ THEN BEGIN 5ENF SAY ~No, you will do nothing, and by doing nothing you'll live just a few moments longer.~ IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2) ClearAllActions() StartCutSceneMode() StartCutScene("SK#CUT1")~ EXIT END END The Cutscene: CODE IF True() THEN RESPONSE #100 CutSceneId("SK#CUT1") Wait(1) ActionOverride("SK#ENF",ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM)) Wait(3) ActionOverride("SK#ENF",ForceSpellPoint([608.304],FLASHY_DEATH_3)) Wait(1) DisplayStringWait("SK#LICH",~I am sorry, my wife... for being unable to give you the child you wanted.~) ActionOverride("SK#LICH",Kill(Myself)) Wait(2) EndCutSceneMode() ActionOverride("SK#ENF",StartDialogueNoSet(Player1)) END Any help in fixing this will be very much appreciated. ![]() -------------------- Knowledge is power. Power corrupts absolutely. Study hard, be evil.
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#2
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![]() GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland ![]() |
DisplayStringWait means the string displayed overhead does not display until other displaystrings have faded.
It's quite handy as I've found with displaystringhead you have to be right on with your Waits inbetween or you don't have enough time to read them and it can be time consuming trying to find the correct timing. The only downside is that unless you have a decent amount of text to read it can seem a bit slow...especially in a cutscene! |
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