Easygoing Eyebeast Thralni Posted December 29, 2007 Share Posted December 29, 2007 In WtRM, there is this place where the outdoor terrain altered. The actual altering of placing stones and changing floors is quite all right, but there also happens something that shouldn't be happening: for some reason, the terrain "shoots up", making these large towers of earth. the freakish thing is, is that there is no set_height call anywhere in the script. The script: Code: //Outdoor Script for x = 2 y = 1beginoutdoorscript;variables;int a,choice;body;beginstate INIT_STATE;break;beginstate START_STATE;if (get_flag(16,0) == 9) { set_terrain(14,25,138); // All terrain modifications set_terrain(15,25,137); set_terrain(17,25,137); set_terrain(18,25,138); set_terrain(43,26,137); set_terrain(15,26,138); set_terrain(16,26,137); set_terrain(17,26,137); set_terrain(18,26,138); set_terrain(14,20,138); set_terrain(15,20,138); set_terrain(19,19,137); set_terrain(19,16,138); set_terrain(19,15,138); set_terrain(18,15,137); set_terrain(13,16,137); set_terrain(13,17,138); set_terrain(14,17,137); set_terrain(15,16,137); set_terrain(10,29,137); set_terrain(13,29,138); set_terrain(18,28,138); set_terrain(21,28,138); set_terrain(19,29,138); set_terrain(20,30,138); set_terrain(23,30,137); set_terrain(19,31,137); set_terrain(18,32,138); set_terrain(17,33,137); set_terrain(19,33,137); set_terrain(23,32,138); set_terrain(23,34,138); set_terrain(16,33,137); set_terrain(13,33,138); set_terrain(15,36,138); set_terrain(18,37,137); set_terrain(19,37,137); set_terrain(7,29,137); set_terrain(5,29,137); set_terrain(4,24,138); set_terrain(4,23,138); set_terrain(4,21,137); set_terrain(4,17,138); set_terrain(4,25,138); set_terrain(6,29,137); set_floor(15,16,89); // All floor modifications set_floor(14,16,89); set_floor(16,18,44); set_floor(14,25,73); set_floor(15,25,89); set_floor(16,25,89); set_floor(17,25,89); set_floor(18,25,74); set_floor(14,26,72); set_floor(15,26,89); set_floor(16,26,72); set_floor(17,26,74); set_floor(18,26,72); set_floor(10,29,1); set_floor(13,29,3); set_floor(19,28,73); set_floor(21,29,73); set_floor(23,30,1); set_floor(20,30,3); set_floor(12,31,73); set_floor(17,31,73); set_floor(14,32,73); set_floor(19,33,1); set_floor(21,33,73); set_floor(16,35,73); set_floor(18,36,73); set_floor(19,37,1); set_floor(21,37,73); set_floor(23,37,73); set_floor(22,39,73); set_floor(7,29,1); set_floor(5,29,3); set_floor(4,24,3); set_floor(4,23,1); set_floor(4,22,1); set_floor(4,17,1); set_floor(4,25,3); set_floor(5,29,1); }break;beginstate 10;if (get_flag(121,0) == 1) { set_flag(18,0,0); }break;beginstate 11; reset_dialog(); add_dialog_str(0,"",0); add_dialog_str(1,"",0); add_dialog_choice(0,"Not yet."); add_dialog_choice(1,"I'd like to leave now."); choice = run_dialog(1); if (get_flag(5,12) == 0) { if (choice == 1) { message_dialog("That is good news for Riverrod. Many people will thank you for this stay.",""); block_entry(1); } if (choice == 2) { message_dialog("",""); end_scenario(0); } } if (get_flag(5,12) == 1) { if (choice == 1) { message_dialog("",""); block_entry(1); } if (choice == 2) { message_dialog("",""); message_dialog("",""); message_dialog("THE END",""); end_scenario(1); } }break;beginstate 12;if (get_flag(121,0) == 1) { set_flag(18,0,1); }break;beginstate 13;if (get_flag(26,1) == 0) { block_entry(1); end(); } if (get_flag(121,1) == 1) end(); message_dialog("",""); set_flag(121,1,1);break;beginstate 14; message_dialog("","");break; And a screenshot of how it looks like is here: http://thralni.ermarian.net/Afbeelding2.png Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Dahak Posted December 29, 2007 Share Posted December 29, 2007 Are those towers corresponding to a specific set_terrain's terrain? 137, 138? Or perhaps a specific floor? 89, 44, 73, 72, 1, 3 Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted December 29, 2007 Share Posted December 29, 2007 Well, I'm not sure why it's happening, but could it be fixed by resetting the height after making the changes? Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Swimmin' Salmon Posted January 1, 2008 Share Posted January 1, 2008 Did you set any offsets in the scendata script? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Thralni Posted January 11, 2008 Author Share Posted January 11, 2008 Sorry all, I was busy with stuff and didn't have time left for BoA, but here goes: Dahak: For as far as I know, it happens randomly, but I'll check. Minstrel: I don't think that'll work, but I can try. Salmon: Nope. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Lazarus. Posted January 11, 2008 Share Posted January 11, 2008 Try running this same code inside a town, and see what the result is. If it's the same, you know it's something wrong with the code. If it's different-- it could still be the code, or it could be some weird outdoor quirk. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.