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Dahak

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Everything posted by Dahak

  1. Huh, I just found I don't need a message as I can use approach_char(1001,ME,1) Of course, it doesn't have a limited range like a message does. I suppose I could code the listen to determine the range and cancel the movement if too far away.
  2. I'm trying to make an alarm script that will summon a group creatures to the spot it sounded, but I can't to find the code for this (if possible). I've looked at the messaging functions in the appendix, but it only seems to send 1 character or all line of sight characters. I could have sworn I've seen what I'm thinking of in action, but I can't find it. Can anyone give me the basic messaging functions that were used or the scenario that did this?
  3. Perfect! Thanks to the both of you. I would have sworn I had typed in 119, but that was my mistake.
  4. Now I get "Function Call error (unary) on line 21" Edit: As gar as I can tell the problem is that I have the "i" variable. If I replace "i" with a hard number, the script is correct.
  5. I have a script: Code: // bandersnatch.txt - Controls the invisibility of a bandersnatch creature.// Memory Cells - // 0 - Creature typebeginterrainscript; variables; short i = 6;body;beginstate INIT_STATE; set_script_mode(3);break;beginstate START_STATE; i = 6; while (i <= 199) { print_str_color("Looping",2); if ( creature_type(i) = get_memory_cell(0) ) { print_str_color("Found BS",2); if (get_health(i) < get_max_health(i)) { print_str_color("Changing",2); set_special_ability(i, 0); print_str_color("Changed",2); } } i = i + 1; }break; The second line print_str_color("Found BS",2); is giving me the following message: "Unmatched left parenthesis in line 22." I've tried to figure it, but I'm stuck.
  6. Dahak

    ._

    They are Macintosh hidden files. Windows users may ignore them.
  7. Do you relocate them to -1,-1 or another set of coordinates?
  8. I wish Jeff would bring back the old floor height adjustment where the actual displayed height of the floor actually changed rather than just the party height.
  9. Originally Posted By: Niemand -(Maybe) Allow items carried between scenarios to carry necessary snippets of script with them, provided certain constraints are met. For instance, the code would be required to access no SDFs. (I'm not sure if this could work, and it would certainly be a bit complicated, but would be simply awesome. I'll have to think about it some more.) At the very least if I make 2 identical items in 2 scenarios then I want the engine to recognize them as the same item. Originally Posted By: Niemand -Fix behavior of NPCs attached to the party so that they really run their creature script normally. There is a semi-fix for this. Won't work outdoors, but it can allow creatures to run normally indoors. Still, it would be nice for Jeff to fix this anyways.
  10. A tick is an arbitrary length of time with a defined beginning and end. In the case of BoA it is defined as when one turn (from the end of one turn to the end of the next turn). The relation to real time is irrelveant.
  11. Aren't some of these already in the BoA Terrain file and the others on the Lourve?
  12. I have to withdraw from judging. My computer (not this as I am at work) is going in for repairs and I'll likely be without till judging is over.
  13. I can do it for you, but ask me on Friday (-8 GMT) evening. Edit: I mean, PM me on Friday to remind.
  14. I have both so I'll make sure to set aside the time to judge.
  15. Where might i find the most up to date and fixed copy of BoE for Mac OS X? Also, is there a copy that has implemented navigation by arrow keys?
  16. This as I recall was possible in E3. Was it possible in BoE originally?
  17. The reason I don't do much with BoE is that I've lost track of what changes have been made to the Mac version and where I get the latest. Still, if there is a compiled Intel version for 10.5 I'd be downloading it and playing it.
  18. Nah. I reverted to an earlier version for importing. Also the 2D editor works for anything except large towns.
  19. No problem. I'll post other problems as I find them.
  20. BUG: Cannot import towns. I select from the menu and it crashes with the following message: Also, I just tried it with the Import Outdoors and the same message appeared. Running Mac 10.5.3, 3D editor 1.0.6.
  21. That worked. Thanks! Edit: The .tgz file
  22. Currently I am unable to expand the archive of the compiled program. I have re-downloaded multiple times and tried various expansion tools for Mac 10.5.
  23. You use extra terrain slots to create a third set of walls.
  24. 9PM EST is good for any day of the week except Friday. I'll be traveling around that time and off-line for 3-4 hours.
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