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Adding Music and Dialog Question...


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#1 Ar-Zimrathon

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Posted 04 May 2005 - 08:56 AM

Hi, new here and from Germany...;D

I have two problems:
1. How can I add my own music in my area? I'm searching for a couple of days, but never found a solution. I think I must create a new musiclist and a acm (?!?) file...but especially with the list I have problems, because the interface for creating those is a bit confusing and loading original lists too...

2. I have an altair with a book on (just in the tiles). If someone clicks on the book, a dialog should start...how can I solve this? (I tried it very very often...*hate*;D)

Thx for help!

#2 Ar-Zimrathon

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Posted 09 May 2005 - 10:45 AM

Sorry for doubleposting...

But a new question brought me "funny" hours of testing:
How do I use the Triggeraction "Dead()" in BGI:TOTSC?
I want to check if my evil NSC is dead and after that set a Global to another value...
I tried to use his long name in "", his short name and his Deathvariable. For testing my mainchar should say a string but never did it...
Um...I added this to my Areascript (where the NSC is permanently located):

IF
  Dead("SIEGFRIED")  // SIEGFRIED
THEN
  RESPONSE #100
    DisplayString(Player1,24155)  // ~Seite aus Elfenhaut~
END

Hoping for an answer and no punishment for the doublepost! :)

#3 Echon

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Posted 10 May 2005 - 12:48 AM

1. How can I add my own music in my area? I'm searching for a couple of days, but never found a solution. I think I must create a new musiclist and a acm (?!?) file...but especially with the list I have problems, because the interface for creating those is a bit confusing and loading original lists too...


You cannot make new music lists in BG1. Instead you have to reference the existing songs via a number. Here is a list of all the songs and their corresponding number: http://iesdp.gibberl...formats/mus.htm

-Echon

Edited by Echon, 10 May 2005 - 12:49 AM.


#4 Avenger_teambg

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Posted 12 May 2005 - 09:21 AM

If you need only 1-2 new musics, there are unused slots in bg1, check the list Echon just refered and pick a filename not used. I think festi.mus (slot 6) is one.
In the area file there is a so called song header, edit the night/day/battle slots by putting a 6 (for festi.mus) there.
Then edit festi.mus, check how it is done with the other files.
Avenger

#5 Avenger_teambg

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Posted 12 May 2005 - 09:26 AM

2. I have an altair with a book on (just in the tiles). If someone clicks on the book, a dialog should start...how can I solve this?

View Post


Add a trigger area to the book (or make it a door if you want the book open).
Add a script to this trigger/door which fires the dialog.
Something like this:

IF
Clicked()
THEN
RESPONSE #100
ActionOverride(LastTrigger, Dialog("bookdlg",Myself))
END

bookdlg.dlg is your dialog (your actor will talk to itself).

I don't guarantee this will work, i'm not a scripting guru, especially not for bg1 :)
Avenger

#6 Ar-Zimrathon

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Posted 14 May 2005 - 12:58 PM

Yeah, many thanks for the help!:)

But: What is a trigger region?
I can create Travel/Trap/Inforegions. They aren't Travels, Traps are only fired when "Entered" I think and you can't attach an inforegion a script...?! Or is the Scriptentry in the "Trap"box for inforegions too?

#7 Yovaneth

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Posted 24 May 2005 - 07:38 AM

Triggers and traps are the same....this may help explain them.

-Y-

#8 Ar-Zimrathon

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Posted 25 May 2005 - 07:32 AM

Yeah, thx for the hint, I've read it through before but didn't got the message (I'm unfortunately not perfect in translating English language;D)

But I released my minimod some days ago...so I found solutions to the problems, even they are not the best...;D

#9 -avenger_at_work-

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Posted 26 May 2005 - 03:40 AM

Yeah, many thanks for the help!:)

But: What is a trigger region?
I can create Travel/Trap/Inforegions. They aren't Travels, Traps are only fired when "Entered" I think and you can't attach an inforegion a script...?! Or is the Scriptentry in the "Trap"box for inforegions too?

View Post

Yes, info triggers might have scripts as well. Travel triggers too, btw.