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philstrek

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About philstrek

  • Birthday 09/01/1970

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Curious Artila

Curious Artila (3/17)

  1. I've looked over the script quickly and can't find any obvious errors. I don't know if the omission of a 'variables;' line at the beginning of your script will effect anything, and can't see why it would bring up the error message you're getting. Have you added the character's number and name in your scenerio script, and did you set the character's personality to '0' and cell 3 to '1' in the editor? Is this the complete talk script or does talknode 2 have a 'code' attached to the end of it? EDIT: Just saw your post. Make sure you use the 'Creature' number and not the 'Creature ID' number when setting a name. You'll also have to quit the game and restart for the change to take effect. 2nd EDIT: Also, be sure you've included the name of your town script in the 'Town Details' section of the editor (omit the .txt suffix). Example: Town script name might be "t1Indus" and town dialogue script name woud then be "t1Indusdlg".
  2. Yeah - make an animation sequence of a desired explosion, paste it into your resource file as a terrain and place the sequence using a set_terrain call. Be sure to use the call te_animation_steps = x ('x' being the number of animation frames) in your scenario data file for the terrain you created, in order for the entire sequence to be shown.
  3. If I'm understanding you correctly - there is an autowall feature! 'Place Bounding Walls" does what you're talking about. It doesn't put walls on the outside of the solid stone (black space), however. They are contained 'within' the solid stone spaces. Maybe I'm misinterpreting your response, but it sounds like this is what you're looking for.
  4. Great job! I've referenced the cookbook often. Suggestion: (You may want to add a paragraph in the "Shops" chapter about creating wandering merchants in outdoor encounters. It took me a while to figure out how to do it the right way.)
  5. Doooh... I looked right over it. So many topics - it's hard to pinpoint the one that's relative to what you're trying to do sometimes. Thanks!!
  6. When designing custom creatures, how do you know which cr_stat_adjust to use? From the editor docs I've determined that stats 11 and 12 are for mage and priest spells respectively, but what about 0 - 10 ? Maybe I haven't read the docs or appendices (or cookbook) thoroughly enough, but I can't find any more info on the subject...
  7. Try going into the town details section (the town you're exiting from into the outdoor section) and setting the exit town location to the outdoor location that you wish your party to end up at. For example, if the party leaves the town to the east, and you want them to end up at space 21,10 on the outdoor grid, set the exit town location for the right to be (x)21 (y)10 (ignore the special state box for now). I hope this helps!
  8. I've checked the script over and over - there's nothing between load_scen_state and the init_quest call (and yes, I've got a quest 0 as well ). I've kind of shelved it for awhile and moved on to other things. If I figure out what the deal is, I'll post something in the future.
  9. I just ran Valley of Dying Things and got the Mayor's quest in Sweetgrove with no problem! I don't know what the $@%# is going on... oh well, more head scratching.
  10. When the dialog ends, I'm told a quest has been added to my list, but it must be invisible or I'm just braindead (probably the latter). Here are the relevant parts of the scripts: //***Excerpt from scenarioscript*** beginstate LOAD_SCEN_STATE; init_quest(1,"Meet Angel in Burberry","Seamus told you to see Angel about decoding the writings in the book you possess."); break; //***Excerpt from talkscript*** begintalknode 37; state = 8; nextstate = -1; question = "How can we find out more?"; text1 = "I know a man named Angel in Burberry who may be able to decipher the writings in your book. Tell him I sent you and he will be sure to help you out."; code = toggle_quest(1,1); break; EDIT - tried to put init_quest in start state and got same result after restarting game.
  11. I've initialized a number of quests in the LOAD_SCEN_STATE of my scenerio text and set them in numerous town talk scripts. Everything seems to work fine when running the scripts in the game, but when I go to the game's info screen to check on a current quest, it's not listed. It's there, but it's not there. When I click on the part of the window where the short description of the quest should be displayed, it registers it with a sound, but there's no text there. Is anyone else having this problem, or could my file just be corrupt?
  12. Couldn't you just create another identical desert floor type without the special ability and put it into the areas where you want to allow the party to rest? To be able to differentiate between the two, you could put a red dot or something on the small icon dispayed in the editor window. That way you would be able to tell the difference between the two when editing.
  13. I guess I could import certain cliff types into an entire outdoor grid area (48X48, 64X64) and change them as necessary. Your suggestion sounds like a good way to go, since there is no way to define cliff types in outdoor sections in the editor and no calls that I'm aware of that will do it any easier. Thanks!
  14. Not the terrain itself, the vertical surface that is displayed when one terrain space is higher than another. For example, in above-ground outdoor spaces, you get a light dirt color - like the typical outdoor walls. In below-ground outdoor spaces, you get a darker grey color.
  15. Does anyone know of a script that can be used to change cliff faces in outdoor areas?
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