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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 ![]() |
Thank you, Rabain. With ActionOverride(..CreateCreature..) I fear the Messenger could be spawned behind a closed door or such ( a problem already encountered by some people...)
I guess I will identify and include the realistic areas (cities). It is indeed not very realistic that a messenger should come to you at some places, for example the bandit camp... EDIT: Just checked, and for Anomen (BGII) the messenger appearance is realised via "CreateCreatureObjectOffScreen" out of the NPC.BCS, too, not via the Baldur.bcs as I thought. This command doesn't exist for BG1, of course, but if your suggestion with the relative coordinates doesn't work it could be done by defining specific coordinates into the area scripts. A bit more work, but not unfeasable. This post has been edited by jastey: Feb 21 2005, 11:25 AM |
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