Jump to content

nikki.

Global Moderator
  • Posts

    7,528
  • Joined

  • Last visited

Everything posted by nikki.

  1. I'm currently doing number 10 on the list - I haven't died yet, neither have I saved, except for Autosave. I have loaded Autosave, but only when turning my computer on at half past three (pm). I would leave it on all day, but my mum would scream and wave the electricity bill at me, and my brother would probably mess it up. Never trust children...
  2. Want to use the cannisters, but scared the Shaper's back home won't like you? Want to become uber-powerful, have an army of drayks, but don't want the boys back home to see? Ok. Here goes... Save your game, and hit shift-d. Type in "sdf 100 4 0". Press enter. There! You now haven't partaken in any cannisters. If you use this before boarding the boat to the mainland, you can see two endings in one game!
  3. Be warned - you need a reasonable level of Leadership before you can do that.
  4. What Arancaytar said is probably causing this. I had the same problem. You should definately turn off anti-virus software before running GF on WinXP, and it helps on most other games, too.
  5. Did you check The Louvre? IF there isn't one here, it probably don't exist.
  6. Sorry about the lateness, but I've been away so... Have you tried using macros? Instead of repeatedly coping and pasting, you could set up a macro to run when you pressed a key combination, such as Shift+F9, that could write all of the filler for you. Of course, macros can be nasty, and so you really should watch what you are doing with them. I've lost many hours of work by trying to save 5 minutes and using a macro, but it could work.
  7. That's only if you actually want to change the picture for an existing item/terrain/whatever, or if you are adding new ones. If though, you just want a pretty picture at the start of your scenario, none of the above is needed.
  8. I had Toby and Rosie the Fyora's all the way through the game. They rocked, in a small, non-rocking way. Then, should I need cannon-fodder, which wasn't often as I play an Agent, I created a thahd, called Bruce.
  9. Quote: Originally written by RavagedSoul: [QB] beginstate 10; if (get_flag(0,0) == 0) { message_dialog("You are not clean, you may not pass.","") block_entry(1); } /QB] You missed the semi-colon off the end of the line where you called the message_dialog. That is probably the problem.
  10. Quote: Originally written by You get NOTHING: Ok, first off, that made absolutely NO sense. Learn correct grammar. Second off, go to the link part of SpiderWeb's page, go to the BOA center, download the Item Editor... OR If you want to LEARN how to make items, go to the editor's folder, open the file called BOA editor docs, and go down to the part about custom items. This involves scripting, which if you haven't done any yet, you need to read the entire file before you can do crap... First of all, there's an item editor? I haven't seen one recently, but then again I haven't been to the workshop this week so... I usually find that just typing the item into the custom scenario data file, as explained in Chapter 2.8ish in the docs. And ignore the post by You get NOTHING. Most people on the boards are very nice, and a few are even legendary people! All in, if you ignore the idiots, you'll do just fine. Oh, and YgN, did you ever bother to think that Diablo-Killer doesn't speak English too well? EDIT: LONG POST! --Random Message - "Random Messages have replaced Random Facts, because I couldn't remember what number I got to. And they weren't actually facts. Oh, and I now have an enemy! - Step forward You get Nothing!"
  11. At least I hadn't used it yet. Do all the other item calls work? And where can I find a list of bad calls? --Random Fact Number 13 - "Avernumscript is remarkably easy, if you remember to carry the one."
  12. Depending on what you're doing, might it be better to have an "outdoors town?" like in The Cave of No Return? Otherwise, I have no idea. The outdoor calls have no mention of this kinda thing, so I think you're stuck. --Random Fact Number 12 - "Blur are much better than Oasis. So there Luke Elliot Smith."
  13. On PC, you can control- (or shift-) click on the corner to get to that part of the screen quickly. But no, no zooming is possible.
  14. Quote: Originally written by You get NOTHING: Well so far there seem to be people who love it, and people who hate it. To everyone who hates it. You get NOTHING. And thats all I gotta say to you. I do not plan on doing ANY monster placement, or scripting, or anything of the sort. A shell it would be indeed. Terrain for people who want it. I takes me about 10-20 minutes to get terrain done for one area. Taking this into consideration, I work on my scenario about 2-4 hours a day when I have the time. To put in an extra 30 minutes a day would be simple, and chances are, it would not take me longer then a few months at worst. Yes (Yes the person) If you want to help, make southern Avernum. (The last row of outdoor sections from the tower of magi and over.) Keep in mind that I am doing a A2 based terrain and doing it right. There will of course be small changes but only out of necessity. (for example if it is impossible to make a terrain the same, you don't, you simply work around it. EDIT: SupaNik, the only reason you can't make 10 outdoor sections is because you are lazy. Sorry, but I couldn't let this die without saying something. You'll see how lazy I am when I release "The Demon Stone". -- Random Fact Number 1 - "Thirty Helen's agree - Honesty is the best policy"
  15. Jeez, you lot read dictionaries? Anyway, by setting pants to have a item_class of, say 3, you can script to check whether or not they have them equiped. You'lll have to check each person independantly though...
  16. Hey Smirf guy thing. Terribly sorry for the lateness guys, but I've been a tad busy. What what. I can't tell from the text, but maybe you wanted to make a new spell for a party? You can't technically do it, but I have found a loop hole. Say you want to give the party the ability to make quickfire like in Exile. What you could do is make a special ability that places quickfire on a target specified by the group. Obviously they wouldn't be able to carry the spell through scenarios, but you could have a go. Otherwise, their is no way. If you meant for baddies etc, just ignore this. And welcome once again!
  17. My scenario has the very lame title of "The Demon Stone". Quite obvioulsy it's about a stone that can summon demons. But more on that in a second. It's maybe 20 percent finished at the moment, but since I started at college last week I had the urge to play Exile 3 again, and so it sits all alone on drive D:. I've got almost all of the terrain sorted, and a lot of scripting is done, but I got bogged down with dialogue - there's so much! It's not gonna be big - it's my first proper attempt, maybe 10 towns, but I'm hoping the story will blow you away. Speaking of which, if you've seen the Matrix films you'll have an idea of the kind of thing going on here. Obviously I don't wanna spoil anything (at least not till later), but a few clues are that you are a group of adventurers prophesised about long ago, and you alone can save an island from a terrible fate. Yawn. But wait....! The best bit is watching your characters, i.e. you, struggling to come to terms with your destiny. It's all very strange, and it took my and my mate the better part of a month to iron out the plot. But enough! I must save Valorim! Back to the clunky, if strategically brilliant, world of Exile 3!
  18. It's much easier and quicker to type in ... action = set_sdf 0 2 1; then... code = set_flag(0,2,1); break; And healers? It's much easier to add it into the code part of a script. And, healers can now give discounts to regular customers!
  19. As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter. I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area. If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time! Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file. If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info...
  20. AFAIK, there is only one way to pass a personality to the game, and that is in the Creature dialog box whilst editing towns. The "personality" string in dialogue scripts is just there to let us keep track of who the node is for. In fact, it's usless, if you do all the dialogu or one character at a time.
  21. Curses are a good thing. No, really, listen. Imagine a uber-powerful sword, that's cursed. Imagine that it gives an advantage over a boss, or baddie. Now imagine that if you use it, you get cursed. Is it worth using it and saving others, or being stuck until you find a healer (which not all towns have)? That kind of thing makes for a good scenario. It's similar to Drakey's article about good items. Throw in a few other twists, like you can only use it on one character, and once it's used your health starts draining, and it'll really make the player think.
  22. Quote: Originally written by Garrison: The outdoors are very rigid compared to Towns, I'm afraid. What you are proposing seems like a good idea, but there is probably some error in your implementation. You should also realize the problem this would cause with monsters scripts before you get too wrapped up in this. Errr... problems with monster scripts? What do you mean? And I tried the SDF trick, but no luck. Does (set_ticks_forward(-1)) cease all ticks, effectively stopping the timer? The way I implemented the sdf counter was to use (inc_flag(0,1,1)) in the scenario files start_state. Then, I stuck in a if(get_flag(0,1) == 255) { inc_flag(0,2,1); } Finally, I used a (if(get_flag(0,1) == 1) && if(get_flag(0,2) == 250) { set_ticks_forward(5000) (i.e. a day). But no cigar. I'd love to post the script, but it's not on this computer, so I can't. If all else fails though, it looks like I'll have to adapt the plot so the darkness is more like that in LotR: The Return of the King film, in that day exists, it's just slightly darker. It's all I can do.
  23. I have a problem. The plot of my scenario (which is coming on well btw) demands that the game is dark. Basically, the sun has been shrouded so that the baddie can get his minions up onto the surface. Now, in order to achieve this, I used: set_ticks_forward(-1) as is done in Babysitting. This worked, in that it was always evening. However, I soon found a problem. Should the player use a special ability, they would never be able to use it again. This was bad, but workable. I could say that the evil magic blocking the sun stops their skills recharging. Then, though, another problem emerged. My scenario needed the party to have a special item to finish it. Since this item was only obtainable after baddies attacked a fort ON DAY 3, it couldn't be finished. Oops. So, using a timer in the scenario Start_state, I tried to get a variable to count up to 5000, where it would set_ticks_forward(5000) (a day), and reset the timer. At first, the thing skipped a day each turn, and then nothing at all. I've also tried using two SDFs to act as a counter, setting the clock forward after both equalled a certain number. No luck. It's vital that the action takes place in the dark, so any ideas? If not, I'll have to scrap the thing, something I'm not overly keen about.
  24. Damn. Thanks anyway. Edit: Tried erase_char call on PC. And got an error. I don't know if it's my bad scripting, or an error though. Has anyone else tried it?
×
×
  • Create New...