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#41 Sillara

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Posted 24 March 2004 - 12:48 AM

Is the following correct? I am not sure. Please let me know. I am working on the interjection, and I am not certain what to put for the triggers.


INTERJECT_COPY_TRANS ANOMENJ.DLG 52 TsuAnoSis
== TSUJATJ IF ~IsValidForPartyDialogue("Tsujatha")~ THEN
~Blah blah blah.~
END


Thank you!

Sillara
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#42 Sillara

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Posted 28 March 2004 - 05:53 AM

I am having difficulties again. I do apologize for taking up space with this question, but, despite having looked at the tutorials and even Ghareth's script, I have not been able to find anything that can help.

I have gotten my NPC to install. My .d files have no problems, nor do any of my .bafs, except my area .bcs. Weidu installs my mod, but it tells me there is an error in that .bcs. When I enter the area, my creature does not spawn. If I spawn him in using the CLUA console, he talks to me as he ought--but he then begins to spawn infinitely! He just keeps appearing and coming up to me. I do not know why. I looked at Ghareth's file, but the only difference was that where he had a 5, I had a 3. I changed them to match, but it did not help.

My TSUJATH.baf looks like this:


IF
See(Player1)
NumTimesTalkedTo(0)
THEN
RESPONSE #100
Dialogue(Player1)
END

IF
Global("Tsujath","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",0)
CreateCreature("Tsujath",[2843.2579],0)
END


My area TJAR0411.baf looks like this:

IF
Global("TsujathExists","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",1)
CreateCreature("Tsujath",[2843.2579],3)
END


Our creature name IS TSUJATH.cre. His DV is TSUJATH. I do not understand two things:
1. Why is he not there?
2. If I spawn him, why does he appear infinitely?

I have tested him, and, when spawned, he behaves as he ought. He just KEEPS spawning! Any help or suggestions would be appreciated.

Sillara

P.S. I HAVE looked at Ghrey's tutorial, but, though I copied it, it does not seem to have helped. :mellow:

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#43 Melkor

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Posted 28 March 2004 - 06:10 AM

You just need this for EXTENDing your script to the area script

IF
Global("TsujathExists","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",1)
CreateCreature("Tsujath",[2843.2579],3)
END


This is not necessary in the TSUJATH script. This may be causing a LOOP which is why he spawns indefinatly.

IF
Global("Tsujath","AR0411",0)
THEN
RESPONSE #100
SetGlobal("TsujathExists","AR0411",0)
CreateCreature("Tsujath",[2843.2579],0)
END

Tsujath",[2843.2579],3 The numbers in the [] tell the game where to place him. The 0-12 or 3 in your case tells the game which direction he's facing.
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#44 Sillara

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Posted 28 March 2004 - 06:29 AM

Thank you, Melkor. He no longer spawns infinitely (we removed the script from the TSUJATH.baf), but he still won't appear where he is supposed to. We had to CLUA him in.
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#45 -Ashara-

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Posted 28 March 2004 - 07:17 AM

Sillara, did you entered the spawning Area for the first time, when you are testing after installing the mod, or do you use save in that very area? Sometimes scripts do not exercise correctly if you use an old save or change them on the cre in your party.

#46 -icelus-

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Posted 28 March 2004 - 07:20 AM

In your .tp2 file, are you making sure that you are EXTEND_TOP'ing AR0411.bcs with the file TJAR0411.baf?

In other words, you should have this:

COPY_EXISTING ~AR0411.bcs~ ~override\AR0411.bcs~
EXTEND_TOP ~AR0411.bcs~ ~tsujatha\TJAR0411.baf~

(replace "tsujatha" in the second line with the directory structure to your files)

#47 Sillara

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Posted 28 March 2004 - 02:56 PM

to domi: yes, we saved the game before we went in to pick up tsujatha. so there is no problem there.

to icelus: it works! we changed the EXTEND_BOTTOM to EXTEND_TOP and did the COPY_EXISTING in the .tp2, and everything installed perfectly. tsujatha was waiting for me in the planar sphere. thanks a bunch.

p.s. oh man, the .cre works but it is BUGGY....
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#48 Sillara

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Posted 02 April 2004 - 05:50 AM

Umm--how can I update the map and the journal? I would really like for Tsujatha's quest to have a journal entry, and I need to have an area marked on the map. (I have decided against a new area for this; I will be using an already existing house for this part. I just want to mark it, so you will know which one it is.) If I don't mark it, you will have to wander around EVERY SINGLE HOUSE in the whole area trying to find it. Argh.

What do I do? And once I put the entry in the journal, how do I get rid of it?

Thanks in advance.

Sillara

(Apologies for the double post.)
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#49 Kismet

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Posted 02 April 2004 - 05:06 PM

Umm--how can I update the map and the journal? I would really like for Tsujatha's quest to have a journal entry,

What do I do? And once I put the entry in the journal, how do I get rid of it?

AddJournalEntry(~text~,QUEST) - for in process quest journal
AddJournalEntry(~text~,QUEST_DONE) - for completed quest journal
EraseJournalEntry(~text~) - for removing from in process quest journal

Journal entries can be added/erased in the script or dialog file. If you add them in in the dialog file then I believe you'll need to use a .tra file (i.e. AddJournalEntry(@0,QUEST) and the .tra file would be @0 = ~text~) for this to work.

#50 Sillara

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Posted 09 April 2004 - 08:04 AM

I'm baaAaack! Yes, it is I, Sillara, the pest of the forums. :unsure: All right, I have this .baf in my scripts file. It compiles just fine, but it does not WORK!

IF
True()
THEN
RESPONSE #100
CutSceneId("TSUJATH")
MoveToObject("Korgan")
FaceObject("Korgan")
ActionOverride("Korgan",FaceObject("TSUJATH"))
Attack("Korgan")
Wait(1)
ActionOverride("Korgan",Kill(Myself))
Wait(1)
EndCutSceneMode()
END

What happens is that the cutscene starts, but then nothing happens. They stand around and look at one another, and NOTHING. The game will not leave the cutscene, and I have to alt+F4 to get out. Argh!!! What have I done wrong? :(

Thanks!

Sillara
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#51 CamDawg

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Posted 09 April 2004 - 09:44 AM

I'm usually lazy and script cutscenes entirely with ActionOverrides. Try changing to CutSceneID(PLAYER1) and then script all of Tsujath's actions with ActionOverride.

Killing Korgan... I like this character already!

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#52 Sillara

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Posted 09 April 2004 - 02:33 PM

Thanks, I'll try that!

And I'm glad you don't mind the Korgan death. I was afraid everyone would hate that. ;)

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#53 Sillara

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Posted 10 April 2004 - 12:31 AM

:wacko: :wacko: :wacko:
I am utterly at a loss. I have tried different ways of scripting this cutscene, and in the end I even tried the following, just to see if ANYTHING would happen. All that happens is it goes into a cutscene, then everyone just stands around. It never leaves the cutscene, and once again I have to alt+F4 to get out of the game.

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END


What am I doing wrong??? :(

Sillara
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#54 Sillara

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Posted 12 April 2004 - 04:54 AM

Well, I still have the cutscene problem (please help!!!), but now I have a new one. How can I keep my LT script from firing the NPC/NPC interactions? Everything was going well until I hit one of my dream script talks. (It was not the first one; that fired correctly.) Well, I did not sleep just in time. So instead of talking to the PC, Tsujatha started chatting with Anomen. :blink: And after that, every time the LT timer would go off, he would chat with another NPC, ignoring the PC. (I know it was the LT timer because I currently have it set to 10 seconds for testing purposes.) How can I stop this? :unsure:

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#55 CamDawg

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Posted 12 April 2004 - 08:23 AM

The only thing of which I can think for the cutscene is adding a ClearAllActions in there somewhere.

As for the banters, it's likely that the triggers in the dream script do not match the triggers in the banter file. Once an Interact() command is sent, the Bxxx dialogue file is evaluated from top to bottom and the Anomen banter is finding true conditions. Perhaps you could post the triggers for the LT, the trigger for the Anomen banter you're getting, and the triggers in the dream script and we could help narrow it down.

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#56 Sillara

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Posted 12 April 2004 - 09:34 PM

Thank you. I will try messing with the cutscene some more and adding in a ClearAllActions in the .baf. (I have one in the banter that fires the cutscene, but anyway!!)

The banter that was SUPPOSED to fire begins this way:

IF
~Global("TsujathaRomanceActive","GLOBAL",1)
Global("TsujathaLoveTalk","LOCALS",36)
Global("TsujathaMatch","GLOBAL",1)
GlobalTimerExpired("TsujathaLoveTalkTime","GLOBAL")~
THEN BEGIN TsujathaLoveTalk18
SAY ~(Tsujatha has been watching you throughout the day, and now, as you begin to make camp, his eyes are on you again.)~

And it goes on from there.

The Anomen banter that DID fire begins this way:

CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~

And it goes on.

The dream script contains this code:
IF
!Global("TsujathaRomanceActive","GLOBAL",0)
!Global("TsujathaRomanceActive","GLOBAL",3)
Global("TsujathaMatch","GLOBAL",1)
See(Player1)
CombatCounter(0)
OR(4)
Global("TsujathaLoveTalk","LOCALS",15)
Global("TsujathaLoveTalk","LOCALS",27)
Global("TsujathaLoveTalk","LOCALS",35)
Global("TsujathaLoveTalk","LOCALS",39)
THEN
RESPONSE #100
IncrementGlobal("TsujathaLoveTalk","LOCALS",1)
RealSetGlobalTimer("TsujathaLoveTalkTime","GLOBAL",1)
Interact(Player1)
END

It worked for the first two of the dream script LTs. I must have just caught them somehow. But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time. :( Is there something I can do?

Sillara, the ever-more-confused
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#57 Kismet

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Posted 16 April 2004 - 09:45 AM

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END

What you've coded looks fine. Open up NI and check the compiled script from your override directory to make sure you have the correct version.

Also, I have to cast my vote against one hit killing party joinable NPCs via an NPC/NPC banter. At least let them duke it out like Keldorn/Anomen.

#58 Kismet

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Posted 16 April 2004 - 09:55 AM

The Anomen banter that DID fire begins this way:

CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~

It worked for the first two of the dream script LTs.  I must have just caught them somehow.  But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time.    :(  Is there something I can do?

Since your NPC starts the Anomen banter you could put in !Global("TsujathaLoveTalk","LOCALS",15), etc. for additional triggers to the Anomen banter.

#59 Sillara

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Posted 16 April 2004 - 10:25 PM

Thanks! :) I was thinking I was right, but I could not understand why it was not working. I will try NI. I will also be sure to post again if (when) I have any trouble understanding what I have found!

As for the Korgan death, it is entirely up to the PC which way it will go. ;)

Sillara
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#60 Sillara

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Posted 19 April 2004 - 08:55 PM

Why does this talk never fire?

IF
Global("TsujathaMatch","GLOBAL",1)
Global("TsujathaRomanceActive","GLOBAL",2)
Global("TsujathaLoveTalk","LOCALS",51)
!AreaType(DUNGEON)
!StateCheck(Player1,STATE_SLEEPING)
TimeOfDay(NIGHT)
AreaType(OUTDOOR)
InParty(Myself)
See(Player1)
THEN
RESPONSE #100
IncrementGlobal("TsujathaLoveTalk","LOCALS",1)
Interact(Player1)
END


What is wrong with this code? I just cannot get it to fire!!! The other LTs fire, but this is the only one with a specific trigger.

Thanks!

Sillara
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