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How to add/make Action Points to AREA


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#1 Irbis

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Posted 07 May 2013 - 11:58 PM

In game world there are couple of ways of interacting with eviroment.

There are doors that can be opened/closed

Chests with its content

Traps and locks which you can unlock

Travel points which transports the character betwen AREAs

Info markers with the question mark which provide informations upon clicking

 

And there are the Action Points, used commonly in BG2.

It has that Arrow Circle icon. Upon clicking them action X is started.

 

Now, using DLTC i am trying to figure out how the last one functions.

How to add them? How they are called? How do they work?

 

I tried already googling it but the results was rubish.


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#2 Yovaneth

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Posted 08 May 2013 - 12:17 AM

The best thing you can do is to find one and open it in DLTCEP - IIRC there's one on the railway engine in Durlag's Tower and a couple more on Lum The Mad's machine in Watcher's Keep. I haven't looked but I'm pretty sure that what you'll find is a bog-standard door and/or info point with a script attached. Alternatively, if you have Fishing For Trouble loaded on a BG2 installation, look at the iighthouse door in ys1000. That's a door and info point with a script.

 

-Y-



#3 Kaeloree

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Posted 08 May 2013 - 12:57 AM

I'd imagine it'd just be a trigger region with a script attached, wouldn't it?

#4 Yovaneth

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Posted 08 May 2013 - 02:51 AM

If you're looking for something that says 'X has happened', then yes, a trigger region with a script would do. If you want movement (such as on Lum The Mad's machine) then it has to be the door/script combination, possibly with the info point to set/reset trigger conditions.

 

-Y-



#5 Irbis

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Posted 08 May 2013 - 10:26 PM

The best thing you can do is to find one and open it in DLTCEP - IIRC there's one on the railway engine in Durlag's Tower and a couple more on Lum The Mad's machine in Watcher's Keep. I haven't looked but I'm pretty sure that what you'll find is a bog-standard door and/or info point with a script attached. Alternatively, if you have Fishing For Trouble loaded on a BG2 installation, look at the iighthouse door in ys1000. That's a door and info point with a script.

 

-Y-

damn notifications not working >_>

 

Thank you mate! i was looking for one in BG1 to vivisection but couldnt find it.

I totaly forgoten about the Durlag Tower engine thing. thank you :D

 

EDIT:

Hmm. Found it.

Its an info region trigger with script attached.

The sad part is - DLTC cannot decompile it for some reason =\

NI did the job thought.

 

Now i have a small request. Maybe i should start with the explanation of what i am actualy trying to accomplish here.

You remember the hidden stashes in the original BG1? It has been erased by the BG2 TAB button.

So now it doesnt matter how well hidden the stash is - you just keep holding the TAB button when exploring and see everything perfectly highlighted.

I want to bring the hidden stashes back but without removing the TAB function.

So i though i could do just that by the region triggers - you wont see it comming if you wont hover your mouse over it.

But the IE scripting is new to me and i dont have BG2 instaled, just the BGEE.

So i totaly dont know the IE syntax or commands.

What i am looking for is code for gicing the part an item ONCE and then disable the region trigger. like

 

IF clicked on region

=>Give Item [ITEM]

=>disable trigger.

 

i tried looking for various scripts in dialogs and region scripts and found/combined this:


 


IF
    Clicked([ANYONE])
    Range(LastTrigger,9)


THEN
    RESPONSE #100
        GiveItemCreate("POTN08",LastTalkedToBy,1,0,0)

But i am missing the command for disabling the trigger so the player wont keep clicking on the trigger to get more items.

 

Could someone please write me a script like this leaving the ITEM part blank?

I know i am asking for an almost finished work but i really dont need scripting knowledge. Just for this.

Also, i am not quite sure what program should i use to make new BCS scripts. Text editors cannot read it properly and using NI for this is not very smoth.    


Edited by Irbis, 08 May 2013 - 10:57 PM.

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#6 Argent77

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Posted 09 May 2013 - 01:18 AM

You could use TriggerActivation("RegionTriggerName", FALSE) to disable it. Just add it to the script block where you receive your item.


Edited by Argent77, 09 May 2013 - 05:03 AM.