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The Annoying Outdoors in Blades of Avernum
Infiltrator
Member # 148
Profile #0
An interesting and annoying problem exist with the outdoors. If you cast Far Sight in a town not ALL the walls will go to the cutaway view. However if you do this outdoors then all the walls in the Far Sight radius will go and stay as cutaway view. This beginning to irk me as it makes it objects troublesome to hide. Is there anyway to make the outdoors walls behave as they did in Nethergate/Avernum(1-3).

Also, does terrain (not floors) animate outdoors? I can't seem to get it to work indoors or out.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA (Mac) will not animate in Tech Support
Infiltrator
Member # 148
Profile #0
I seem to have a problem with BoA in that only some animations run. The only animations that run are floor and NPC/PC animations. The terrain animations do not work (I tried custom and built in terrains).

My prefs are set to allow special effects.

BoA v1.1
-----------------------------
Mac OS 10.2.8
Nothing else running
Thousands of Colors
1280x854

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #9
reset the dialog, create the dialog (and choices), then run the dialog.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum
Infiltrator
Member # 148
Profile #9
reset the dialog, create the dialog (and choices), then run the dialog.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #3
Post the new script + comments. Always, always comment.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum
Infiltrator
Member # 148
Profile #3
Post the new script + comments. Always, always comment.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #1
Missing a ( ) for the if statements' conditions.

The conditions must be encased in ( )

Example
beginstate 12;
if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))

...

if ((has_item(377) == 1) && (get_flag(1,2) == 0))


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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Outdoor Special Encounter in Blades of Avernum
Infiltrator
Member # 148
Profile #1
Missing a ( ) for the if statements' conditions.

The conditions must be encased in ( )

Example
beginstate 12;
if ((get_flag(1,1) == 1) && (get_flag(1,2) == 0))

...

if ((has_item(377) == 1) && (get_flag(1,2) == 0))


--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Things that work in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #14
Another thing that doesn't work:

te_anim_steps

It does nothing.

No matter what is put in, no animation occurs.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Things that work in Blades of Avernum
Infiltrator
Member # 148
Profile #14
Another thing that doesn't work:

te_anim_steps

It does nothing.

No matter what is put in, no animation occurs.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
ATTN: Error in default door.txt script in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
There is an error in the following code provided for the door.txt script.

if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53)))
{
i_am_open = 1;
}
It does check for the two types of walls, it does not check for alternate open walls (i.e Fence Doors #174)

I had to make the code as follows in order to make it work for all open doors.

if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53)) || cur_terrain == 174)
{
i_am_open = 1;
}
EDIT:

Actually, editing the default door.txt was probably a bad idea as I might later change terrain 174 to something else. So I made a fence.txt script instead and made it the default script.

[ Wednesday, June 09, 2004 21:15: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
ATTN: Error in default door.txt script in Blades of Avernum
Infiltrator
Member # 148
Profile #0
There is an error in the following code provided for the door.txt script.

if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53)))
{
i_am_open = 1;
}
It does check for the two types of walls, it does not check for alternate open walls (i.e Fence Doors #174)

I had to make the code as follows in order to make it work for all open doors.

if (((cur_terrain >= 14) && (cur_terrain <= 17)) || ((cur_terrain >= 50) && (cur_terrain <= 53)) || cur_terrain == 174)
{
i_am_open = 1;
}
EDIT:

Actually, editing the default door.txt was probably a bad idea as I might later change terrain 174 to something else. So I made a fence.txt script instead and made it the default script.

[ Wednesday, June 09, 2004 21:15: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Disaster with Doors in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #11
And the common problem with the this door script is the same as the one provided by Spiderweb.

The script does NOT CHECK TO SEE IF TERRAIN 174 is the current terrain.

174 is the open fence gate, but because it is excluded from the if statement you cannot shut the door.

However if you open a closed fence gate the boolean variable flips allowing you to later shut it.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Disaster with Doors in Blades of Avernum
Infiltrator
Member # 148
Profile #11
And the common problem with the this door script is the same as the one provided by Spiderweb.

The script does NOT CHECK TO SEE IF TERRAIN 174 is the current terrain.

174 is the open fence gate, but because it is excluded from the if statement you cannot shut the door.

However if you open a closed fence gate the boolean variable flips allowing you to later shut it.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Items and characters in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #3
The custom data script.

It is scennamedata.txt

scenname is whatever you called your scenario file.

So if my scen is empire then the custom object script is empiredata.txt

Read the Custom Objects section of the BoA editor docs.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Items and characters in Blades of Avernum
Infiltrator
Member # 148
Profile #3
The custom data script.

It is scennamedata.txt

scenname is whatever you called your scenario file.

So if my scen is empire then the custom object script is empiredata.txt

Read the Custom Objects section of the BoA editor docs.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
change_outdoor_location in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #1
Fix your setttings in 'Town Details' There is a part for the town's exits. I believe it overrides everything else.

[ Tuesday, June 08, 2004 21:06: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
change_outdoor_location in Blades of Avernum
Infiltrator
Member # 148
Profile #1
Fix your setttings in 'Town Details' There is a part for the town's exits. I believe it overrides everything else.

[ Tuesday, June 08, 2004 21:06: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Large Graphics in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #5
Oh, I figured out a another method using 1 space.

Use a custom floor with the bottom third + floor type.

Then use a 2 part terrain with any needed offsets to line it up.

The gripe would be making a unique floor. But there is plenty of free space in the floor lists so I have no worries.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Large Graphics in Blades of Avernum
Infiltrator
Member # 148
Profile #5
Oh, I figured out a another method using 1 space.

Use a custom floor with the bottom third + floor type.

Then use a 2 part terrain with any needed offsets to line it up.

The gripe would be making a unique floor. But there is plenty of free space in the floor lists so I have no worries.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Icon Adjustment in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #4
I thought you couldn't control lighting because it was loaded when the town was entered.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Icon Adjustment in Blades of Avernum
Infiltrator
Member # 148
Profile #4
I thought you couldn't control lighting because it was loaded when the town was entered.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Icon Adjustment in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #2
quote:
Originally written by Kelandon:

I love icon adjustment. Any scenario I ever make will feature it to no small degree
You can substitute one floor for another using set_floor, with one floor set to being icon adjusted and one not.

Does this mean you need 2 pre-defined floors? Both use the same icon, but has a adjust?

Or can you use the same floor (swap A with A), but apply a adjust after the swap?

My main reason is I'm creating a set of desert terrains. However I'm also trying to create a shady section. I don't want to use twice as many icons, so I hoping that a script could handle shading.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Icon Adjustment in Blades of Avernum
Infiltrator
Member # 148
Profile #2
quote:
Originally written by Kelandon:

I love icon adjustment. Any scenario I ever make will feature it to no small degree
You can substitute one floor for another using set_floor, with one floor set to being icon adjusted and one not.

Does this mean you need 2 pre-defined floors? Both use the same icon, but has a adjust?

Or can you use the same floor (swap A with A), but apply a adjust after the swap?

My main reason is I'm creating a set of desert terrains. However I'm also trying to create a shady section. I don't want to use twice as many icons, so I hoping that a script could handle shading.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Icon Adjustment in Blades of Avernum Editor
Infiltrator
Member # 148
Profile #0
According to the editor manual the fl_icon_adjust can be used to adjust the look of a floor icon whenever a floor icon is selected.

What does it mean by selected, and can the icon look be adjusted in special encounter?

[ Sunday, June 06, 2004 19:06: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00

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