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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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Forum Member Posts: 14 Joined: 29-April 05 ![]() |
Hi again.... worked up a little script for you on how I would handle this.
I would run this as two cutscenes, two seperate blocks in the first. I have added comments as to why. // SK#CUT1 CODE IF True() THEN RESPONSE #100 CutSceneId("SK#ENF") // Death variable of creature running script SmallWait(4) // small wait to get the player's attention ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM)) Wait(14) // This spell has long duration, might want to use another ForceSpell("SK#LICH",FLASHY_DEATH_3) // actually kills target chunks Wait(2) // gives time for spell to finish DisplayStringWait(Myself,~No more time for regrets. It is done!~) Wait(2) // added an extra line to give the second block time to run SetGlobal("SK#CUT1","AREA#",1) // safety feature. StartCutScene("SK#CUT2") // Goes to cutscene to start dialog END IF True() THEN RESPONSE #100 CutSceneId("SK#LICH") DisplayStringHead(Myself,~I am sorry, my wife... for being unable to give you the child you wanted.~) END And the second... // SK#CUT2 CODE IF True() THEN RESPONSE #100 CutSceneId("SK#ENF") Wait(1) StartDialogueNoSet(Player1) END This 'should' work... but havent tested it myself. Hope it helps Cuv |
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