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> More State Checks...
Sir_Carnifex
post Jun 5 2008, 12:48 AM
Post #1





Retired team member
Posts: 490
Joined: 8-April 08
From: U.S.A




Two questions here...

I know I saw somewhere (but can't remember where) that someone mentioned using this because it includes a lot of states... The problem is WeiDu gives me this message when I use it:

[StateCheck] argument [CD_STATE_NOTVALID] not found in [State.IDS]

The mod still installs, but with warnings. Is this usual when using that state check, or am I using/typing it wrong? This is how I have it:

!StateCheck("character",CD_STATE_NOTVALID)



And the second question. What is the check to determine if it is raining or not? I did find the weather identifiers, but not what check to put in place. Or is there such a thing?
Edit: Found the answer to the weather question.

This post has been edited by Sir_Carnifex: Jun 6 2008, 12:19 AM


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"Once the game is over, the king and the pawn go back into the same box." - Italian Proverb

"I like criticism, but it must be my way." - Mark Twain

"A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort." - Herm Albright
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Sir_Carnifex
post Jun 7 2008, 02:34 AM
Post #2





Retired team member
Posts: 490
Joined: 8-April 08
From: U.S.A




QUOTE
What parse error do you get? Is it still there after you add the custom state to the ids via the tp2-patching? (Sorry for not pointing that out earlier, btw. I mentioned the custom state but didn't tell you how to implement it. It's from CamDawg, btw., just for the credits.)
CODE
[CXHalbo/CXHalbo.baf] PARSE ERROR at line 5 column 39-39
Near Text: )
    [StateCheck] argument [CD_STATE_NOTVALID] not found in [State.IDS]

That's the parse error I get AFTER appending the State.ids in the TP2. More towards the bottom, it says this:
CODE
[*.IDS] forgotten
Appending to files ...
Appending [0x80101FEF CD_STATE_NOTVALID...] to [STATE.IDS] because it does NOT contain [CD_STATE_NOTVALID]
Appended text to [STATE.IDS]

And it does say "Successfully Installed".

QUOTE
To weather: No check, unfortunately, only action. So, if you want a banter only fire if it's raining (or not), you have to set the whether, run a timer of say 5 sec and then trigger the banter. I did that for one of Ajantis's love talks in BG1NPC project (script block slighty adapted to the example):

I already got the weather talk done. I set the weather to clear, then a wait...then the talk triggers. It took a few tries of tinkering around, but I got it. Mine is a bit more complicated as it involves four triggers/talks. I was a bit surprised I got it done as fast as I did. Thanks anyway. smile.gif


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"Once the game is over, the king and the pawn go back into the same box." - Italian Proverb

"I like criticism, but it must be my way." - Mark Twain

"A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort." - Herm Albright
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