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philstrek

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Everything posted by philstrek

  1. I've looked over the script quickly and can't find any obvious errors. I don't know if the omission of a 'variables;' line at the beginning of your script will effect anything, and can't see why it would bring up the error message you're getting. Have you added the character's number and name in your scenerio script, and did you set the character's personality to '0' and cell 3 to '1' in the editor? Is this the complete talk script or does talknode 2 have a 'code' attached to the end of it? EDIT: Just saw your post. Make sure you use the 'Creature' number and not the 'Creature ID' number when setting a name. You'll also have to quit the game and restart for the change to take effect. 2nd EDIT: Also, be sure you've included the name of your town script in the 'Town Details' section of the editor (omit the .txt suffix). Example: Town script name might be "t1Indus" and town dialogue script name woud then be "t1Indusdlg".
  2. Yeah - make an animation sequence of a desired explosion, paste it into your resource file as a terrain and place the sequence using a set_terrain call. Be sure to use the call te_animation_steps = x ('x' being the number of animation frames) in your scenario data file for the terrain you created, in order for the entire sequence to be shown.
  3. If I'm understanding you correctly - there is an autowall feature! 'Place Bounding Walls" does what you're talking about. It doesn't put walls on the outside of the solid stone (black space), however. They are contained 'within' the solid stone spaces. Maybe I'm misinterpreting your response, but it sounds like this is what you're looking for.
  4. Great job! I've referenced the cookbook often. Suggestion: (You may want to add a paragraph in the "Shops" chapter about creating wandering merchants in outdoor encounters. It took me a while to figure out how to do it the right way.)
  5. Doooh... I looked right over it. So many topics - it's hard to pinpoint the one that's relative to what you're trying to do sometimes. Thanks!!
  6. When designing custom creatures, how do you know which cr_stat_adjust to use? From the editor docs I've determined that stats 11 and 12 are for mage and priest spells respectively, but what about 0 - 10 ? Maybe I haven't read the docs or appendices (or cookbook) thoroughly enough, but I can't find any more info on the subject...
  7. Try going into the town details section (the town you're exiting from into the outdoor section) and setting the exit town location to the outdoor location that you wish your party to end up at. For example, if the party leaves the town to the east, and you want them to end up at space 21,10 on the outdoor grid, set the exit town location for the right to be (x)21 (y)10 (ignore the special state box for now). I hope this helps!
  8. I've checked the script over and over - there's nothing between load_scen_state and the init_quest call (and yes, I've got a quest 0 as well ). I've kind of shelved it for awhile and moved on to other things. If I figure out what the deal is, I'll post something in the future.
  9. I just ran Valley of Dying Things and got the Mayor's quest in Sweetgrove with no problem! I don't know what the $@%# is going on... oh well, more head scratching.
  10. When the dialog ends, I'm told a quest has been added to my list, but it must be invisible or I'm just braindead (probably the latter). Here are the relevant parts of the scripts: //***Excerpt from scenarioscript*** beginstate LOAD_SCEN_STATE; init_quest(1,"Meet Angel in Burberry","Seamus told you to see Angel about decoding the writings in the book you possess."); break; //***Excerpt from talkscript*** begintalknode 37; state = 8; nextstate = -1; question = "How can we find out more?"; text1 = "I know a man named Angel in Burberry who may be able to decipher the writings in your book. Tell him I sent you and he will be sure to help you out."; code = toggle_quest(1,1); break; EDIT - tried to put init_quest in start state and got same result after restarting game.
  11. I've initialized a number of quests in the LOAD_SCEN_STATE of my scenerio text and set them in numerous town talk scripts. Everything seems to work fine when running the scripts in the game, but when I go to the game's info screen to check on a current quest, it's not listed. It's there, but it's not there. When I click on the part of the window where the short description of the quest should be displayed, it registers it with a sound, but there's no text there. Is anyone else having this problem, or could my file just be corrupt?
  12. Couldn't you just create another identical desert floor type without the special ability and put it into the areas where you want to allow the party to rest? To be able to differentiate between the two, you could put a red dot or something on the small icon dispayed in the editor window. That way you would be able to tell the difference between the two when editing.
  13. I guess I could import certain cliff types into an entire outdoor grid area (48X48, 64X64) and change them as necessary. Your suggestion sounds like a good way to go, since there is no way to define cliff types in outdoor sections in the editor and no calls that I'm aware of that will do it any easier. Thanks!
  14. Not the terrain itself, the vertical surface that is displayed when one terrain space is higher than another. For example, in above-ground outdoor spaces, you get a light dirt color - like the typical outdoor walls. In below-ground outdoor spaces, you get a darker grey color.
  15. Does anyone know of a script that can be used to change cliff faces in outdoor areas?
  16. ***Update*** Tried the above script and only had to change one part to get it to run: in the variables, substitute "int" for "short" in both cases. It runs a little jerky in gameplay - character moves and mine car graphic follows it a fraction of a second later. Works okay in the short section that I'm using it in though. - It leads into a cut scene whereupon I can more easily manipulate the graphics!
  17. After studying your code (wz. arsics), I think it's gonna work! I've created a mine car and tracks - stretching it a bit I guess, since those things weren't around at the time. I want the party to be able to ride in it to locations around the mine. The tracks are a floor type, so I guess I could only allow the moving terrain (mine car) to be drawn on that specific floor type. I'll try it out. Thanks everybody for their input!
  18. I tried what you suggested a few days ago Kennedy. It looked kinda strange - maybe I should have messed with the icon_offset more. I've used the dead_state set_terrain suggestion (see above) and it worked fantastically. Thanks for both of your suggestions! Now if I can figure out a way to create a new form of transportation, I'll really be in business.
  19. I considered replacing the graphic - but that's not gonna do it. I wanted different terrain access permissions; and I think "faking it" would kind of take away from the experience quite a bit. Oh well... I may have to scrap the idea!
  20. Did you set the special encounter node to 10 in the editor?
  21. I'd like to create an alternate means of transpo besides horses and boats and it appears that this can't be done with the basic scripting tools. Do I have to program in c into the source, or is there another option? (I've hit a brick wall - ouch.)
  22. Ahaa! I think you're on to something there. I'll try it out and see how it works - thanks.
  23. I'm trying to create a character - actually an arrow shooting wall - that when destroyed will not disappear. I've got the script down, all except the post-death disappearing act problem. Please help!
  24. I noticed the same bug today. Hopefully Jeff or someone at Spiderweb will post a fix or a reply. Aldiron, if you find out something, please post it. Thanks
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