Dyng
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Posts posted by Dyng
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There's a bookshelf just to my right when I'm sitting at this computer. I generally pick last names of authors at random.
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Thanks. Works like a charm now...
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I thought I had mastered dialogue scripts. Everything worked perfectly when I tried setting up a dialogue with just one person. However as I've started scripting a real scenario I notice a huge problem. For some reason, when talking to character 1, I can see dialogue options for characters 2 and 3 as well...
I've assigned all characters unique personality IDs, but it still doesn't distinguish the different persons. I've tried looking at working scripts, but I can see nothing I'd have overlooked. It's probably just some stupid mistake, but I'm at my wits end. Help, anyone?
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Ok, I'm trying to make a scenario (to be released november 2024 if ever). However I'm still not quite familiar with the editor nor scripting.
How would you go about if you want a character (NPC) to move to a specified spot. I want a character to walk away (to another part of town) after having been talked to. Any suggestions on how you could pull this off?
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Where in the script does that go exactly?
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Ok, follow-up question.
That neat piece of script works just fine (I just forgot to declare the variable 'choice', I got too happy cutting and pasting), and I'm starting to get the hang of dialogue scripts. But now I've noticed that if I exit the town in qustion to the north (thus executing the end-scenario question-dialog-thingy) and choose not to exit the scenario the party really exits the town to the north. I don't want this to happen since this places the party outside my map. How do I correct this?
That is: I want the party to stay in town should they choose to continue the scenario, thus making it impossible to exit the town to the north...
Any ideas or suggestions?
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Quote:Originally written by Thuryl:
Sounds like you forgot to define choice as a variable.
Yup! That's very likely it.
Thanks. (I'm feeling pretty stupid right now...) -
I use the following script at the bottom of my town script:
Code:beginstate 11; reset_dialog(); add_dialog_str(0,"Do you wish to leave the scenario already?",0); add_dialog_choice(0,"Keep Fighting"); add_dialog_choice(1,"Chicken Out"); choice = run_dialog(1); if (choice == 1) end(); if (choice == 2) set_state_continue(12);break;beginstate 12; end_scenario(0);break;
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Ok, so I'm gonna try this editing/scripting-your-own-adventure-thingy.
However I don't want the Warrior's Grove, so I decided to make an own starting town (so far it's just dirt and a few walls). But I still want you to be able to end the scenario by walking out of the starting town (to the north). My question is: how do I do this? I scanned through the editor docs, but I could find no mention of how you'd do this, and it doesn't seem to be implemented in the editor (as with its opposite, the starting location).
It's probably a real stupid question (and dead simple), but I'd appreciate all help I can get anyway...
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Tried that, but it didn't work... The 'Unregistered version' and 'Registration code 0' seem to be stored in the old .dat-file. I guess I better mail the people at Spiderweb.
I guess you should make a backup of the .dat-file immediately after registering since the game isn't all to stable (I just registered it this morning, and now it has crashed and burned).
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My registered of BoA just crashed on me (it just dropped dead on me when I started the game) and forced me to reboot, and now when I start the game it says 'Unregistered version' and 'Registration code 0', so I can't use my code to simply reregister the game. Any suggestions what I should do? (Oh, and I didn't copy the game .dat-file before the crash...)
Thought I should ask if there is a simple fix to it before I start whining at the good people at Spiderweb.
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Hi.
I'm playing the unregistered (I'm considering registering it, but I'm a bit short on cash for the moment) version of Avernum 3 for pc. I played the Exile games a long time ago (on my good old Mac LC III), so it's sort of nostalgic. However I've encountered a bug of some kind. Almost every time I'm fighting ogres the game crashes giving me a dialogue window saying:
"Unhandled Exception
Unhandled exception: c000001d
At Address: 00424220"
Is this a known bug? Is there somekind of patch which addresses this problem, or is there something I can do to avoid it?
(I can't very well register the game unless I know there is a way to avoid this bug, since it would seem impossible to progress in the game if it crashes on these encounters... )
Editor bug?
in Blades of Avernum Editor
Posted
Happens to me too... The editor does not crash though, but it is a real pain in the ass erasing all those signposts. Oh, and it happens with wall signs too...