Magnificent Ornk Ephesos Posted June 10, 2005 Share Posted June 10, 2005 Okay, I'm trying to use move_to_new_town at the end of a cutscene, and everything else in the particular state works. However, once it reaches... move_to_new_town(4,12,22); it stops working (i.e.: nothing happens). I'm using Mac OS X, with version 1.1.2 of BoA. Anybody know of a solution/workaround? Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 10, 2005 Share Posted June 10, 2005 You can only call move_to_new_town from one of those blue special rectangles. (That is, not from a creature script, terrain script, town START_STATE, town INIT_STATE, item, etc.) This sounds like the most likely culprit. Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted June 11, 2005 Author Share Posted June 11, 2005 Groan... I was afraid of that. The call was in a state reached from START_STATE in a town. This will mean another plot alteration... At least I'm finally fixing my scenario's ending. It'll be interesting to re-release it and see what people think of it... (and I finally fixed the dragon's name. Kalthras can't be warped by you people) Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 11, 2005 Share Posted June 11, 2005 Quote: Originally written by Ephesos:Kalthras can't be warped by you people Except it sounds exactly like Galthrax.... Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted June 11, 2005 Author Share Posted June 11, 2005 Groan... good thing I wasn't ready to send it in yet. Note: Really didn't intend the similarity, it just leapt to mind as something close to the old name. Link to comment Share on other sites More sharing options...
Magnificent Ornk Donald Hebb Posted June 11, 2005 Share Posted June 11, 2005 Why not just find the etymology of a devious-sounding word and make a name out of it? For instance, Ubilus. Can't be corrupted, and it doesn't sound TOO bad. Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted June 11, 2005 Share Posted June 11, 2005 Oh, for heaven's sake, just call it Joey. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Archmagus Micael Posted June 11, 2005 Share Posted June 11, 2005 Can't you use a Code: set_state_continue(STATE WITH MOVE TOWN CALL); ? I think that's acceptable under INIT_STATE and Cutscenes. - Archmagi Micael Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 11, 2005 Share Posted June 11, 2005 Quote: Originally written by Archmagi Imban:Can't you use a Code: set_state_continue(STATE WITH MOVE TOWN CALL); ? I think that's acceptable under INIT_STATE and Cutscenes. No. Even if you use set_state_continue or run_town_script or run_scenario_script to get out of an INIT_STATE, START_STATE, creature script, terrain script, or whatever, BoA still keeps track of where the sequence started, and if it started from anything but a blue rectange, it still dies the moment you use move_to_new_town. Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted June 11, 2005 Author Share Posted June 11, 2005 Yep... tried it, and it didn't work unless I put it in the blue rectangle. In any case, the ending works better like that. Kharprev. Doesn't sound like much of anything. Just opened to K in the disctionary and modified something. Once I (try to) fix the bugs that keep appearing for Windows users, I should be able to release 2.0 of this scenario. And I've managed to avoid a few stupid things that I couldn't find alternatives to with the contest deadline on. Link to comment Share on other sites More sharing options...
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