Jump to content

nikki.

Global Moderator
  • Posts

    7,528
  • Joined

  • Last visited

Posts posted by nikki.

  1. 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...

  2. 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.

  3. 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.

  4. 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.
  5. 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.

  6. Of course, if a single PC party was used, I'd give them an NPC like the sister in Babysitting. It's just an idea...

     

    An NPC might be good.

     

    And... an idea.

     

    What call did Jeff use in the Avernum games that allowed character storage, making room for new characters. Look at Fort Avernum, in A1 for an example in a demo. If we knew that, it would be simple to use it in this case, wouldn't it?

  7. Is there any way to construct a group of 4 characters that move identically, but oppositely, to the party - moving left instead of right. Players of Tomb Raider 1 will understand what I mean.

     

    For instance, if the party moves one space NW, the other group will move SE. This would be perfect for my scenario, so please help!

  8. I believe this rests on those "Stuff done flags". Without knowing what each one does, the only way I can see of reclaiming former glory is to do it all again.

     

    And have you petitioned to Jeff? He's usually very helpful. Otherwise, play again, and this time back up to CD/Floppy/Network/Your dog.

  9. No. The idea was to have arrows, fireballs and airships flying through the sky. And then have people look up at them during a cutscene. Can anybody help, as I am rubish at creating new graphics - all of mine use the existing ones in some way.

  10. Thanks for that Drakey! I'd better say!

     

    Errm, Avernum style graphics would be better, as it would make interaction with the charcters easier. Also, they could be incorporated into the scenario as a cutscene.

     

    But failing that, any stormy clouds would do.

  11. In Av3 I regularly use the "add to notes" feature, as I'm sure many of you do. Usually there is no problems, except one. In every game I play, Conruc, the administrator at the Tower of Magi is quoted as being in the Lower Slime Pit. This doesn't sound so bad, but after going back to him and pressing the "add to notes" button again, all of the locations muck up and the game locks. Any suggestions, or should I just leave it be?

  12. Can anyone help me out there? In the demo, is there any way to get up on to a ledge on the west side? It says something like "You start to climb, but fall down. Maybe if you had someone who could fly..." I've been looking all around but can't seem to get up.

     

    Also, can you get the vengence blade if your playing as the celts?

×
×
  • Create New...