
Adding Music and Dialog Question...
#1
Posted 04 May 2005 - 08:56 AM
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
Posted 09 May 2005 - 10:45 AM
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
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
Posted 12 May 2005 - 09:21 AM
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.
#5
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?
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

#6
Posted 14 May 2005 - 12:58 PM

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
Posted 24 May 2005 - 07:38 AM
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#8
Posted 25 May 2005 - 07:32 AM
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-
Posted 26 May 2005 - 03:40 AM
Yes, info triggers might have scripts as well. Travel triggers too, btw.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?