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On a side note, hidden classes, when you kill them, are not counted as killed. If a char_ok check is made once a hidden class is slain, they are still ok. Activating the same hidden class twice (after the first has died) yields two of the same monsters.

 

This could be bad, as in the case of checking char_ok, but also good in some cases.

 

Not that this has much to do with the topic. I just wanted to make this bug(?) known.

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Give Morgan a cigar... calling move_to_new_town() with arguments of the party's current town and location does indeed reset the group to be hidden again. smile

 

If I'm understanding you, Eldiran, that's irrelevant in my case. I activate the hidden group to participate in a cutscene when the party first enters the town. Once the cutscene is over, I want them hidden unless/until the town turns hostile (why I hid them in the first place smile ). The number of guards needs to be "beefier" than what the player sees just wandering around (i.e., making this town hostile will be a BIG mistake wink ).

 

-spyderbytes

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