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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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Post
#2
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![]() GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland ![]() |
You want a messenger to appear at a particular stage and walk up to the party to initiate dialogue?
As BG1 has a large number of wilderness area's I would just concentrate on putting the relevant script code in the major towns: Nashkell, Beregost, Friendly Arm, Ulgoths Beard, the Sorcerous Sundries area of BG city (everyone visits here regularly) and the Flaming Fist HQ map of BG city (you have to visit here for a lot of the main plot quests). Thats six additions from only one file, just write the code in a baf and use the EXTEND to extend the six areas above (6 lines in the tp2). Also to me it would make more sense that a messenger would wait for you in a town rather than wander into the wilderness in the hope of finding you to give you a message. On the other hand it might be possible to use the script of an NPC to create a person using ActionOverride with CreateCreature and use -10.-10 to specify location (i think you can do this, it creates the creature at your co-cordinates -10) |
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