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Adding .BCS to areas in game...


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#1 Sticz

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Posted 05 December 2005 - 06:46 AM

I want to have renal vacate the premesis earlyier than when you have Bodhi send you to wipe them all out. However AR306 has no .BCS file attached to it. How do I add one using WeiDu? All the ones I have seen are either for new areas, or appends to old .BCS scripts.

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#2 SConrad

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Posted 05 December 2005 - 07:27 AM

COPY_EXISTING ~AR0306.are~ ~override~
WRITE_ASCII AREA_SCRIPT ~AR0306~
EXTEND_BOTTOM ~Ar0306.bcs~ ~mymod/script.baf~

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#3 CamDawg

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Posted 05 December 2005 - 08:02 AM

One additional note--area files are stored in save games, so you'll only see the effects of the new area script if you've never visited the area before. This is also important to note for the readme file.

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#4 Yovaneth

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Posted 05 December 2005 - 09:06 AM

If its desparate that you cannot enter the area as in 'never been there before' then you can use NI to remove that area from the savegame. Open up the savegame and look for the gam listing. Open it up, decompress it, delete the offending area, recompress and save. Bear in mind though that in doing so you will also remove the area variables. I had to do something similar for Chapter 2 AR0400 and I got *so* p!ssed off with Gaelen Bayle and the Cowled Wizard cutscene repeating that it was untrue.

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#5 CamDawg

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Posted 05 December 2005 - 09:31 AM

Alternatively, you could use the master script for the area and just add AreaChecks for your specific sub-area.

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#6 Avenger_teambg

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Posted 06 December 2005 - 01:08 AM

If its desparate that you cannot enter the area as in 'never been there before' then you can use NI to remove that area from the savegame. Open up the savegame and look for the gam listing. Open it up, decompress it, delete the offending area, recompress and save. Bear in mind though that in doing so you will also remove the area variables. I had to do something similar for Chapter 2 AR0400 and I got *so* p!ssed off with Gaelen Bayle and the Cowled Wizard cutscene repeating that it was untrue.

-Y-

dltcep supports stripping of files from the .sav :)
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#7 Sticz

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Posted 07 December 2005 - 05:11 AM

NI did the trick perfectly for test purposes. I then made a new game and went directly to work for Renal. The mod is moving along great now =). It took me a while to get everything sorted out, but was pretty fun solving the puzzle. One question, though:

I have most of Renal's henchmen vacating the vacinity, but because there are duplicate death variables, not all of them leave. It is not a big deal, but how do I get all of them out? Do I need a pause in there between DestroySelf() commands? If so, how would I write that? Just the pause, I mean.


Sticz
"For a crazy person, you don't drool much." Complement from Dilbert's Wally.