Jump to content


Photo

Bug Report Thread: BG1NPC


37 replies to this topic

#1 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 29 March 2008 - 07:35 PM

Please direct any issues you may have with the Baldur's Gate NPC Project, installed together with Baldur's Gate Trilogy-WeiDU here.

Edited by cmorgan, 02 January 2011 - 11:24 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)

#2 maximus2001

maximus2001
  • Member
  • 525 posts

Posted 04 April 2008 - 05:51 PM

I've had Coran in the party for a while no problem. Great dialogue and banters. However, once I get to the cloakwood mines level and he meets the cook he bolts from the party. He just says "I'll see you later, much later." It was funny but where the hell did he go? Checked the usual places and he is nowhere to be found.

#3 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 04 April 2008 - 06:44 PM

Gone forever - go back to a save before the cook incident. Domi wrote this as one of those wild chaotic moments, where Coran will just up and leave FOREVAR, with the dialogue choice...

if you answer ~Lady, do show him your legs, so we can get moving, finally.~

then you end up on the path to not seeing him again until way late in BG2, in cahoots with a certain seductive flirty thief found wandering thw Sword Coast :)

EXTEND_BOTTOM ~%tutu_var%FCOOK2~ 0
IF ~InParty ("coran") InMyArea("coran") !StateCheck("coran",CD_STATE_NOTVALID)~ EXTERN ~%CORAN_BANTER%~ X#CoranCook
END


/* CoranCook */
IF ~~ X#CoranCook1
SAY @127
++ @128 + X#CoranCook4
++ @129 EXTERN ~%tutu_var%FCOOK2~ X#CoranCook5
++ @130 + X#CoranCook6
END

IF ~~ X#CoranCook4
SAY @131
++ @132 EXIT
END

IF ~~ X#CoranCook6
SAY @133
IF ~~ THEN EXTERN ~%CORAN_BANTER%~ X#CoranCook2
END

CHAIN ~%CORAN_BANTER%~ X#CoranCook2
@148
== ~%tutu_var%FCOOK2~ @149
EXIT

CHAIN ~%tutu_var%FCOOK2~ X#CoranCook3
@150
EXIT

CHAIN ~%tutu_var%FCOOK2~ X#CoranCook5
@151
== ~%CORAN_BANTER%~ @152
DO ~LeaveParty() SetLeavePartyDialogFile() ChangeAIScript("",DEFAULT) EscapeArea() ActionOverride("%tutu_var%FCOOK2", EscapeArea())~
EXIT

#4 maximus2001

maximus2001
  • Member
  • 525 posts

Posted 04 April 2008 - 06:51 PM

Oh boy. I was afraid of that. Since then I've finished a lot of stuff from dsotsc and don't really want to go back to cloakwood. Imoen was getting annoying so Coran was a good substitute. That was the reply line that was chosen btw. Any difficulties if I clua him in?

#5 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 05 April 2008 - 06:52 AM

I honestly don't know - you aren't in a romance with him, right? (Duh - sorry - you can't be and get this pathway, i think...) If not, then save the game in a new slot and experiment. You are in brand new territory. I don't have any reports from anyone who truied that on a BGT based install. Let me know how it goes, please :)

Edited by cmorgan, 05 April 2008 - 06:53 AM.


#6 maximus2001

maximus2001
  • Member
  • 525 posts

Posted 09 April 2008 - 08:53 AM

I cluad "CORAN" and used SK to move up xp back to where it was. He has had normal dialogues and interjections so far. I was also able to finish his quest in Firewine ruins. The npc quests are good - interesting and short. It would be nice to have more of them. :cheers:

Also I'm doing the Dynaheir romance (not Coran) and it is smooth so far. I was wary after my problems getting the Shar-teel romance to start and then not continue.

Now though I have a ctd with Imanel Silversword at the bridge to Baldur's Gate. When I talk to her or cast detect evil the blue screen "please insert bg disc" shows up. I have tried it with Kivan out of her sight and in sight. Also took the "p#imanel.cre" from the BG1NPC folder and put in override (thought something messed with it), but still ctd.

#7 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 09 April 2008 - 12:59 PM

Now that is a very strange one - I have never seen that either. A CTD might be caused by her dialog file not being present - when you open up her game in NI, does she have a dialogue file and a script name assigned?

#8 maximus2001

maximus2001
  • Member
  • 525 posts

Posted 09 April 2008 - 04:23 PM

When I open her file it says Name - "no such index"

The dialogue is - P#EMMA.DLG

Script says - class, race, general all say none.

Underneath those it says default script - WTASIGHT.BCS

All the rest of the entries have numbers etc.

Should I take the one I put into override back out (leaving the one I was playing with), maybe its looking at that one.

#9 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 09 April 2008 - 06:21 PM

errr.... yup. Sorry, missed that. The .cre needs to be the one that was installed via tp2. Otherwise, you end up with a .cre that has had stuff blanked - the crossplatform stuff adds those when it detects what you are playing using.

You could try editing them in manually;


p#imanel should be the dialog, the death variable, and the override script should be P#IMANL2.

Edited by cmorgan, 09 April 2008 - 06:31 PM.


#10 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 09 April 2008 - 06:36 PM

BG1NPC extends AR3400.bcs (firewine bridge) but does not use Continue() at the end of the last bcs block so when DSotSC comes along and EXTEND_BOTTOM with it's OnCreation() bcs blocks, they get choked off by BG1NPC. No more Trolls under the bridge,,, <_<
It takes a village...

#11 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 09 April 2008 - 07:04 PM

bleh. I assume the fix is to add the Continue()... and test to make sure it doesn't loop on Tutu. I'll go take a look at what deals with firewine.

#12 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2106 posts

Posted 11 April 2008 - 02:49 AM

When I open her file it says Name - "no such index"

The dialogue is - P#EMMA.DLG

Script says - class, race, general all say none.

Underneath those it says default script - WTASIGHT.BCS

All the rest of the entries have numbers etc.

Should I take the one I put into override back out (leaving the one I was playing with), maybe its looking at that one.



no such index is not a good sign for any creature or BCS. She has her own override BCS and DLG in my game. Is it a crash or just a need CD message? Are you using the CD crack? Also if you import the creature from the mod's file, you may have to rebuild it or assign scripts, etc. Depends on how they install. Take out the new one you placed in override and look at the installed one via NI and see if it is missing anything. I have seen another post with the blue screen message and it was due to a script oversight.

Edited by Hoppy, 11 April 2008 - 02:55 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#13 maximus2001

maximus2001
  • Member
  • 525 posts

Posted 12 April 2008 - 09:01 AM

It was a blue screen message. I took out the one from the folder, and looked at the installed one like you said. Everything is as it should be - her name, dialogue, etc. However, her default script is BPWTSIGT.bcs and her override one is P#IMANL2.bcs.

Oh, and no cd crack. Don't ever remember that being an option this time - wasn't it from Nej?

#14 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2106 posts

Posted 12 April 2008 - 09:32 PM

It was a blue screen message. I took out the one from the folder, and looked at the installed one like you said. Everything is as it should be - her name, dialogue, etc. However, her default script is BPWTSIGT.bcs and her override one is P#IMANL2.bcs.

Oh, and no cd crack. Don't ever remember that being an option this time - wasn't it from Nej?



You will never get that blue screen with the CD crack form NeJ2 version 4.2b. For time, just DL the 602 patch and extract to a dummy folder. Look for the NO CD. exe and the MSVB..50.DLL> something like that. Copy the application and the DLL to SoA folder and run the crack . BGT games all run off of one BGmain. There was another blue screen error when a BG2 mod character shows up in BG1.
Here is the archived NeJ stuff
http://dragonshoard....t/download/nej/

Check to see if you still get the message when you talk to Silversword and then give her hell. If it works...
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#15 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2106 posts

Posted 25 April 2008 - 01:17 PM

Woooah...the weirdest bug I have encountered. Playing version 15 and I have had Xzar and Monty before in my party and did the Dryad blood stuff. After some more doodling I decided to pick them up again and go the Sorcerer's sundries. Montaron starts dialogs constantly (every6 seconds) and they are not his banters but the PID options. His responses are appropriate and I do the "voice is strange" option about 10 times. Ctrl+y him and ctrl+r again and it is like he was a ghost. When I ctrl+r again he is standing right by PC, even if I ctrl+y on the other side of the map! He moves when he is dead and it is really weird.

Fortunately, I solved it without cheats or ctrl+y. Wanna know how?

http://www.shsforums...&...st&p=389230

Edited by Hoppy, 25 April 2008 - 01:22 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#16 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 25 April 2008 - 06:36 PM

@ erebusant -

I hate OnCreation with the fire of a thousand suns...

ok. Checking:

bg1npc.tp2(2149): EXTEND_BOTTOM ~%FirewineBridge_BCS%.bcs~ ~BG1NPC/Phase1/baf/P#FW4500.baf~
bg1npc.tp2(4066): EXTEND_BOTTOM ~%FirewineBridge_BCS%.bcs~ ~BG1NPC/Phase2/baf/P#CQ4500.BAF~

Both are E_Bs, so technically I guess I could toss them as E_Ts and put in Continue(). Or perhaps it is best to leave them as E_B... darn it. More research. We have avoided OnCreation() and used E_B because it has little chance of messsing with other folks mods. Assuming that they understand that OnCreation() is supposed to be an E_T, and really should be avoided as unfriendly to others anyways.

P#FW4500.baf
IF %BGT_VAR%
Global("X#ImoenFIRE","GLOBAL",0)
Global("X#ImCuts","%FirewineBridge%",0)
THEN
RESPONSE #100
SetGlobal("X#ImCuts","%FirewineBridge%",1)
CreateCreature("x#cutspy",[1506.786],3)
CreateCreature("x#cutspy",[3327.2111],3)
>> add >> Continue()
END

IF %BGT_VAR%
OR(2) 
Global("X#ImoenFIRE","GLOBAL",2)
Global("X#ImoenFIRE","GLOBAL",3)
THEN
RESPONSE #100
IncrementGlobal("X#ImoenFIRE","GLOBAL",1)
ActionOverride("x#cutspy", DestroySelf())
>> add >> Continue()
END


P#CQ4500.BAF
IF %BGT_VAR%
Global("X#CoranSuccubus","GLOBAL",3)
InParty("coran")
Global("X#AmeliaExist","%FirewineBridge%",0)
THEN
RESPONSE #100
SetGlobal("X#AmeliaExist","%FirewineBridge%",1)
CreateCreature("X#AMELIA",[4249.2100],3)
>> add >> Continue()
END

IF %BGT_VAR%
Dead("X#amelia")
!Allegiance("natan",NEUTRAL)
THEN
RESPONSE #100
ChangeEnemyAlly("natan",NEUTRAL)
>> add >> Continue()
END

IF %BGT_VAR%
Dead("X#amelia")
!Allegiance("coran",ALLY)
!Global("X#CoranCharmed","GLOBAL",2)
THEN
RESPONSE #100
ChangeEnemyAlly("coran",ALLY)
SetGlobal("X#CoranCharmed","GLOBAL",2)
>> add >> Continue()
END

IF %BGT_VAR%
OR(2)
Dead("X#amelia")
Global("X#CoranSuccubus","GLOBAL",16)
!InParty("coran")
Global("X#CoranCharmed","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("X#CoranCharmed","GLOBAL",2)
FadeToColor([20.0],0)
MoveGlobalObject("coran",Player1)
ActionOverride("coran",JoinParty())
FadeFromColor([20.0],0)
>> add >> Continue()
END


according to this,

http://forums.pocket...icseen.html#new

it looks like at no point do I have a situation where I have anything immediately needing evaluation on this area script... can you please test this so I can incorporate the changes? I can't make these changes until I get a test that shows it works correctly, and a new version is expected to ship this weekend.

(of course, no one should ever do something silly like E_B and use OnCreation... but we can try to make it ok for that type of install).


@ Hoppy - that is very very strange. I will go take a look at Xan's stuff and try to figure out if a banter is messed up and trying to trigger on the J. And I will take a look through that quest.

EDIT: you were playing with a female PC, right? I think the problem was a mismatch between the joined file being called in the .baf but the dialog mapped into the banter file... fixed it! Thank you for reporting!

Edited by cmorgan, 25 April 2008 - 07:09 PM.


#17 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 25 April 2008 - 09:42 PM

@ erebusant -

I hate OnCreation with the fire of a thousand suns...

ok. Checking:

bg1npc.tp2(2149): EXTEND_BOTTOM ~%FirewineBridge_BCS%.bcs~ ~BG1NPC/Phase1/baf/P#FW4500.baf~
bg1npc.tp2(4066): EXTEND_BOTTOM ~%FirewineBridge_BCS%.bcs~ ~BG1NPC/Phase2/baf/P#CQ4500.BAF~

Both are E_Bs, so technically I guess I could toss them as E_Ts and put in Continue(). Or perhaps it is best to leave them as E_B... darn it. More research. We have avoided OnCreation() and used E_B because it has little chance of messsing with other folks mods. Assuming that they understand that OnCreation() is supposed to be an E_T, and really should be avoided as unfriendly to others anyways.

P#FW4500.baf

IF %BGT_VAR%
Global("X#ImoenFIRE","GLOBAL",0)
Global("X#ImCuts","%FirewineBridge%",0)
THEN
RESPONSE #100
SetGlobal("X#ImCuts","%FirewineBridge%",1)
CreateCreature("x#cutspy",[1506.786],3)
CreateCreature("x#cutspy",[3327.2111],3)
>> add >> Continue()
END

IF %BGT_VAR%
OR(2) 
Global("X#ImoenFIRE","GLOBAL",2)
Global("X#ImoenFIRE","GLOBAL",3)
THEN
RESPONSE #100
IncrementGlobal("X#ImoenFIRE","GLOBAL",1)
ActionOverride("x#cutspy", DestroySelf())
>> add >> Continue()
END


P#CQ4500.BAF
IF %BGT_VAR%
Global("X#CoranSuccubus","GLOBAL",3)
InParty("coran")
Global("X#AmeliaExist","%FirewineBridge%",0)
THEN
RESPONSE #100
SetGlobal("X#AmeliaExist","%FirewineBridge%",1)
CreateCreature("X#AMELIA",[4249.2100],3)
>> add >> Continue()
END

IF %BGT_VAR%
Dead("X#amelia")
!Allegiance("natan",NEUTRAL)
THEN
RESPONSE #100
ChangeEnemyAlly("natan",NEUTRAL)
>> add >> Continue()
END

IF %BGT_VAR%
Dead("X#amelia")
!Allegiance("coran",ALLY)
!Global("X#CoranCharmed","GLOBAL",2)
THEN
RESPONSE #100
ChangeEnemyAlly("coran",ALLY)
SetGlobal("X#CoranCharmed","GLOBAL",2)
>> add >> Continue()
END

IF %BGT_VAR%
OR(2)
Dead("X#amelia")
Global("X#CoranSuccubus","GLOBAL",16)
!InParty("coran")
Global("X#CoranCharmed","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("X#CoranCharmed","GLOBAL",2)
FadeToColor([20.0],0)
MoveGlobalObject("coran",Player1)
ActionOverride("coran",JoinParty())
FadeFromColor([20.0],0)
>> add >> Continue()
END


according to this,

http://forums.pocket...icseen.html#new

it looks like at no point do I have a situation where I have anything immediately needing evaluation on this area script... can you please test this so I can incorporate the changes? I can't make these changes until I get a test that shows it works correctly, and a new version is expected to ship this weekend.

(of course, no one should ever do something silly like E_B and use OnCreation... but we can try to make it ok for that type of install).


@ Hoppy - that is very very strange. I will go take a look at Xan's stuff and try to figure out if a banter is messed up and trying to trigger on the J. And I will take a look through that quest.

EDIT: you were playing with a female PC, right? I think the problem was a mismatch between the joined file being called in the .baf but the dialog mapped into the banter file... fixed it! Thank you for reporting!

I had gone back to a previous save and manually edited my AR3400.bcs (BGT_VAR) for Firewine Bridge, and then returned to the area, and all the spawns occured as they were supposed to. My decompiled AR3400.BCS:
IF
 !Global("endofbg1","GLOBAL",2)
 Global("X#ImoenFIRE","GLOBAL",0)
 Global("X#ImCuts","AR3400",0)
THEN
 RESPONSE #100
  SetGlobal("X#ImCuts","AR3400",1)
  CreateCreature("x#cutspy",[1506.786],3) // No such index
  CreateCreature("x#cutspy",[3327.2111],3) // No such index
  Continue()
END

IF
 !Global("endofbg1","GLOBAL",2)
 OR(2)
  Global("X#ImoenFIRE","GLOBAL",2)
  Global("X#ImoenFIRE","GLOBAL",3)
THEN
 RESPONSE #100
  IncrementGlobal("X#ImoenFIRE","GLOBAL",1)
  ActionOverride("x#cutspy",DestroySelf())
  Continue()
END

IF
 !Global("endofbg1","GLOBAL",2)
 Global("X#CoranSuccubus","GLOBAL",3)
 InParty("coran")
 Global("X#AmeliaExist","AR3400",0)
THEN
 RESPONSE #100
  SetGlobal("X#AmeliaExist","AR3400",1)
  CreateCreature("X#AMELIA",[4249.2100],3) // Amelia
  Continue()
END

IF
 !Global("endofbg1","GLOBAL",2)
 Dead("X#amelia") // Amelia
 !Allegiance("natan",NEUTRAL)
THEN
 RESPONSE #100
  ChangeEnemyAlly("natan",NEUTRAL)
  Continue()
END

IF
 !Global("endofbg1","GLOBAL",2)
 Dead("X#amelia") // Amelia
 !Allegiance("coran",ALLY)
 !Global("X#CoranCharmed","GLOBAL",2)
THEN
 RESPONSE #100
  ChangeEnemyAlly("coran",ALLY)
  SetGlobal("X#CoranCharmed","GLOBAL",2)
  Continue()
END

IF
 !Global("endofbg1","GLOBAL",2)
 OR(2)
  Dead("X#amelia") // Amelia
  Global("X#CoranSuccubus","GLOBAL",16)
 !InParty("coran")
 Global("X#CoranCharmed","GLOBAL",1)
THEN
 RESPONSE #100
  SetGlobal("X#CoranCharmed","GLOBAL",2)
  FadeToColor([20.0],0)
  MoveGlobalObject("coran",Player1)
  ActionOverride("coran",JoinParty())
  FadeFromColor([20.0],0)
  Continue()
END

IF
 OnCreation()
 Global("DS_MoreStooges","AR3400",0)
 !Global("RTWMyDifficulty","global",1)
THEN
 RESPONSE #100
  SetGlobal("DS_MoreStooges","AR3400",1)
  CreateCreature("TROLL01",[1776.119],0) // Troll
  CreateCreature("TROLL01",[1788.146],0) // Troll
  CreateCreature("HOBELITE",[1819.176],12) // Hobgoblin Elite
  CreateCreature("HOBELITE",[1888.100],12) // Hobgoblin Elite
  CreateCreature("TROLL01",[4313.2216],4) // Troll
  CreateCreature("TROLL01",[4343.2236],4) // Troll
  CreateCreature("HOBELITE",[4411.2291],4) // Hobgoblin Elite
  CreateCreature("TROLL01",[4731.1357],3) // Troll
  CreateCreature("TROLL01",[4775.1348],0) // Troll
  CreateCreature("TROLL01",[4836.1335],0) // Troll
  CreateCreature("HOBELITE",[1923.145],0) // Hobgoblin Elite
  CreateCreature("HOBELITE",[1962.246],0) // Hobgoblin Elite
  CreateCreature("HOBELITE",[1948.346],0) // Hobgoblin Elite
  CreateCreature("HOBELITE",[1592.42],12) // Hobgoblin Elite
  CreateCreature("TROLL01",[700.3391],0) // Troll
  CreateCreature("TROLL01",[768.3418],9) // Troll
  CreateCreature("TROLL01",[855.3458],5) // Troll
  CreateCreature("TROLL01",[1692.1668],12) // Troll
  CreateCreature("TROLL01",[1757.1705],4) // Troll
  CreateCreature("TROLL01",[1497.1718],0) // Troll
  Continue()
END

IF
 !PartyHasItem("NTPBLET1") // Spell Scroll
THEN
 RESPONSE #100
  TriggerActivation("TRAN51PB",FALSE)
  Continue()
END

IF
 PartyHasItem("NTPBLET1") // Spell Scroll
THEN
 RESPONSE #100
  TriggerActivation("TRAN51PB",TRUE)
  Continue()
END

IF
 Global("NTPaladinSpawn","AR3400",0)
THEN
 RESPONSE #100
  SetGlobal("NTPaladinSpawn","AR3400",1)
  CreateCreature("NTSVLAST",[2615.1789],3) // Svlast
  Continue()
END
As for using OnCreation with an EXTEND_BOTTOM, I don't know what to tell you there. Just another item to fix in the .tp2

Edited by erebusant, 25 April 2008 - 09:45 PM.

It takes a village...

#18 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 26 April 2008 - 07:08 AM

We'd better make sure, though - everything in that area script now has a Continue(). When I have that on Tutu, odd things happen...

This would seem to me to be a problem... do we have an SConrad in the house?

Edited by cmorgan, 26 April 2008 - 07:09 AM.


#19 SConrad

SConrad

    I swear to drunk I'm not God

  • Administrator
  • 11138 posts

Posted 26 April 2008 - 09:47 AM

I wouldn't really advise slapping Continue() actions on every single block, as there's simply no logical reason for it on this specific script.

Personal: vonconrad.com. Work: Envato.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#20 cmorgan

cmorgan
  • Staff
  • 2254 posts

Posted 26 April 2008 - 12:39 PM

Recommendations?

(Besides asking the folks using OnCreation() to move to E_T.)



Reply to this topic