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Extending non-existant area-bcs'


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#1 SConrad

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Posted 16 July 2004 - 06:56 PM

Not all areas have a script, which is very stupid. There's not much I can do about it, though, so therefore I need some help.

You see, in one of these areas, I want to add a creature. Obvioulsy, I can't use:
EXTEND_BOTTOM ~Ar0707.bcs~ ~SC#Hub\Scripts\SC#AR0707.baf~
as there's no script to extend.

Okay, I tried renaming my SC#AR0707.baf to AR0707.baf and simply used a:
COMPILE ~SC#Hub\Scripts\AR0707.baf~
USING ~~
which resulted in a nice little AR0707.bcs in my override. But that didn't help me. The creature still wasn't there. I even tried to start a new game to get it to work (why I did that? no idea).

So, what do I do, in order to get my creature to spawn there?

PS. In case you wonder if it's something wrong with my .baf (which it shouldn't), I'll post it as well:
IF
  Global("SC#HubExists","AR0707",0)
THEN
  RESPONSE #100
    SetGlobal("SC#HubExists","AR0707",1)
    CreateCreature("SC#Hub",[340.340],3)
END

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#2 CamDawg

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Posted 16 July 2004 - 07:50 PM

It's not the BAF, it's that there is no script assigned to the area file. You need to alter the ARE file to recognize the area script:

COPY_EXISTING ~AR0707.are~ ~override~
  WRITE_ASCII 0x94 ~AR0707~

For maximum compatibility, I would recommend sticking with the EXTEND command, rather than a COMPILE, in case another mod also wants to add a script to AR0707.

If AR0707 does not exist, WeiDU will compile by default, but issue a warning. To suppress the warning, use ALLOW_MISSING in the tp2 header.

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#3 Andyr

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Posted 17 July 2004 - 08:19 AM

Funnily enough, I did the exact same thing yesterday. For another example of .tp2 code:

Quote

//Area script assignment

COPY_EXISTING ~FW5403.ARE~ ~override/FW5403.ARE~
WRITE_ASCII 0x94 ~FW5403~

//Script extension

EXTEND_TOP ~FW5403.bcs~ ~Mur'Neth/scripts/A#FW5403.baf~


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#4 SConrad

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Posted 17 July 2004 - 10:18 AM

CamDawg, on Jul 17 2004, 05:40 AM, said:

It's not the BAF, it's that there is no script assigned to the area file. You need to alter the ARE file to recognize the area script:

COPY_EXISTING ~AR0707.are~ ~override~
  WRITE_ASCII 0x94 ~AR0707~

For maximum compatibility, I would recommend sticking with the EXTEND command, rather than a COMPILE, in case another mod also wants to add a script to AR0707.

If AR0707 does not exist, WeiDU will compile by default, but issue a warning. To suppress the warning, use ALLOW_MISSING in the tp2 header.

Actually, I thought that you might be able to use a WRITE_ASCII in the AR0707.are, after I'd turned off the computer last night. Didn't know exactly which value, though.

And yes, I'll certainly use EXTEND, if I can.

Thanks, Cam and Andy.

EDIT: I was fairly sure it wasn't my .baf, but the fact that there wasn't a script. I included it if anyway if someone suggested it might be something wrong with it.

Edited by SConrad, 17 July 2004 - 10:20 AM.

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#5 Sillara

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Posted 26 July 2004 - 02:35 AM

Did you get it to work? I had this exact problem, but I was able to use the WRITE_ASCII to fix it.

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#6 SConrad

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Posted 26 July 2004 - 03:40 AM

Yes I did. It gave me a little headache that one, but it works as it should now.

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