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Dahak

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Everything posted by Dahak

  1. I want a way to suppress the player from seeing the day count. Something along the lines of set_day(day_number) 0 = No show 1+ = That day
  2. I did finally. Pity. I try to avoid that as much as possible.
  3. See picture, then check the terrain definition & question. begindefineterrain 429; clear; te_name = "Steps"; import = 289; te_which_sheet = 761; te_which_icon = 0; te_height_adj_pixels = 10; te_suppress_floor = 0; I can't figure what is causing the blackness circled in blue. I've tried changing options in the terrain definition, but with no success. Any ideas? EDIT: After fooling around I found the problem. Any terrain sporting a te_special_property equal to 25, 29, or 30 will suppress the northern cliff face. I'm e-mail Jeff to ask for a fix/alternative. For the west cliff face, properties 19, 27, 28 will suppresss the cliff face
  4. Quote: Originally written by The Almighty Doer of Stuff: Quote: Originally written by Isaac: Quote: Originally written by Dahak: The editor does not show floors that have been adjusted using fl_floor_height_pixels You misunderstand the effect (maybe). From the BoA Editor Docs: "The number of pixels up graphics and creatures drawn on this space are shifted." The floor itself isn't affected (I assume). Actually, I didn't realize such a thing existed, so I'll have to test in the game and fix the 3D Editor anyway. It actually does shift the actual floor icon up. This is a bug, however. I reported it to him when I noticed it and he said he would investigate it. Nooooooo. I like having the floor drawn up or downward. It creates some nifty illusions that I use. I can put floors at different heights, but look as if they are the same height. This is very nice.
  5. The editor does not show floors that have been adjusted using fl_floor_height_pixels
  6. Quote: Originally written by Kelandon: For the record, te_anim_steps does work. Dahak is just wrong. Oh, I figured out the problem a while ago. I guess I should have mentioned it. The problem was I always play with the game speed set to fast. I didn't realize that fast game speeds disable the simmer effect and animations of terrain. Whoops.
  7. Quote: Originally written by Kelandon: I'm guessing this is a height problem. What height is your in-town area set at, and what does the other side of the town (at the west exit) look like? EDIT: Or, more pressingly, does it NOT look like this when you play it in the game itself? It does NOT look like this in the game. In the game it looks normal, and the height is the same all around. A brand new town does the same thing. I put 1 cave floor on the border and I have a floor line streching inward over whatever the terrain is. I've never had this probem with Medium and Small Towns. Note: As a test, I created a new blank large town, and the problem exists still. Another bug: Imports of large towns become corrupted. This problem exists in Spiderweb's Editor and Issac's, so I will e-mail Jeff about the problem. EDIT: Never mind about the corruption. I just had to open the scenatio I import from and save the scenario while each large town was loaded in memory. I don't know only the import would corrupt, but it isn't the editor's fault.
  8. The true edge is about where the East marker is located. Picture:
  9. I meant actual edge. say I put grass at the border, and then the grass terrain will cover up the actual terrain up to about 12 squares inward. This only appears in 3D mode.
  10. Bug: If you create a large (64x64) town and do not have pit or solid stone at the border then the terrain will strectch inward and cover up what ever terrain you have placed. I'm sorry, but it is a little hard to explain.
  11. I'm working on an ineractive scenario, but trust me it get complicated quickly. I have this little flow chart that goes all over as I have to track each possible change. Also annoying since I hit a 99 dialouge node limit.
  12. I'll beta-test pat.s.j@att.net (Mac)
  13. Is there a way to ditch the grid lines. They are very annoying (2D or 3D).
  14. You need to copy from a Classic app to a ResEdit. I have had the same problem. If you have Graphic Converter, check the info to if it can be opened in Classic instead of X.
  15. Try the following: The 0xC0000005 error is an access error. Likely the graphic is stored incorrectly and cannot be accessed, or is a format that cannot be properly read. Since it seems you are using the installed graphics sheet I cannot be sure what is wrong. It may be corrupt. You may also have the permissions of the file set incorrectly. Check the Security permissions of the other files and make sure yours are the same. If all else fail, try a reinstall.
  16. So? That is why the map exists. But to be able to see what is not in line of sight is a pain.
  17. An interesting and annoying problem exist with the outdoors. If you cast Far Sight in a town not ALL the walls will go to the cutaway view. However if you do this outdoors then all the walls in the Far Sight radius will go and stay as cutaway view. This beginning to irk me as it makes it objects troublesome to hide. Is there anyway to make the outdoors walls behave as they did in Nethergate/Avernum(1-3). Also, does terrain (not floors) animate outdoors? I can't seem to get it to work indoors or out.
  18. I seem to have a problem with BoA in that only some animations run. The only animations that run are floor and NPC/PC animations. The terrain animations do not work (I tried custom and built in terrains). My prefs are set to allow special effects. BoA v1.1 ----------------------------- Mac OS 10.2.8 Nothing else running Thousands of Colors 1280x854
  19. reset the dialog, create the dialog (and choices), then run the dialog.
  20. Post the new script + comments. Always, always comment.
  21. Missing a ( ) for the if statements' conditions. The conditions must be encased in ( ) Example Code: beginstate 12;if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))...if ((has_item(377) == 1) && (get_flag(1,2) == 0))
  22. Another thing that doesn't work: te_anim_steps It does nothing. No matter what is put in, no animation occurs.
  23. There is an error in the following code provided for the door.txt script. Code: if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53))){ i_am_open = 1;} It does check for the two types of walls, it does not check for alternate open walls (i.e Fence Doors #174) I had to make the code as follows in order to make it work for all open doors. Code: if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53)) || cur_terrain == 174){ i_am_open = 1;} EDIT: Actually, editing the default door.txt was probably a bad idea as I might later change terrain 174 to something else. So I made a fence.txt script instead and made it the default script.
  24. And the common problem with the this door script is the same as the one provided by Spiderweb. The script does NOT CHECK TO SEE IF TERRAIN 174 is the current terrain. 174 is the open fence gate, but because it is excluded from the if statement you cannot shut the door. However if you open a closed fence gate the boolean variable flips allowing you to later shut it.
  25. The custom data script. It is scennamedata.txt scenname is whatever you called your scenario file. So if my scen is empire then the custom object script is empiredata.txt Read the Custom Objects section of the BoA editor docs.
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