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#1
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![]() Master of energies ![]() Council Member Posts: 3325 Joined: 9-July 04 From: Magyarország ![]() |
In my BG1 mod, the party is AR3300. Then as a result of a dialogue, it gets teleported via LeaveAreaLUA to BW0506. (BW0506 isn't an indoor area of AR3300, it has no travel regions at all, by the way.)
There is a battle in BW0506, and you have to kill both main villains to be able to leave the area. When this happens (their Death Variables are one), you can use a wardstone (give it to a guardian), who will teleport you back to AR2300 with LeaveAreaLUA. In AR2300, a cutscene script with a dialogue should start (which is also triggered by Dead() functions, so if you have killed both of the villains). My problem: the script of AR3300 (Beregost) is still running in BW0506 (which is a hall), because AS SOON AS the second villain dies, the cutscene (basically a dialogue) in AR3300 is triggered, of course in a black screen. When it ends, the screen returns to BW0506. (So the wardstone isn't used; the party doesn't have to be teleported to the new area to trigger the cutscene in THAT area). I added BW0506 to mastarea.2da, so its script is running on the top. But AR3300 is also in mastarea.2da, as an area of the original game. This may not be related with the script problem, but I thought it would help (it didn't). What can the problem be? How can I entirely "leave" an area, so its script won't run anymore? I could solve it (I could set a global variable when the wardstone is used, and use this as a trigger for the cutscene), but I want to sort out the original problem; I would like to know how those area scripts work, because it seems I am not familiar with them -------------------- Mental harmony dispels the darkness.
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#2
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
As far as i understood, the area scripts get executed all the times? Please someone correct me if I'm wrong but JCompton mentioned somewhere that Keto is spawned in an area with assigned area script and then "teleported" to the inn where she can be met by the player, to make sure she is created after installation even if the Player has been to the inn before (this is for BGII, of course, but there it seems area scripts of areas that have one assigned originally are carried out even if the party is not there, in contrast to areas that do not have one originally leading to the problem that the player has to restart a savegame where he didn't visit that area before to see the changes after the mod installation). If this is how it works in BG1, too, that could be the reason for your problem.
Try inserting a trigger variable like you said, or an "See([PC])" if the cutscene is triggered by a creature. |
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Lo-Fi Version | Time is now: 29th August 2025 - 11:07 AM |