Profile for Linthar
Field | Value |
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Displayed name | Linthar |
Member number | 250 |
Title | Warrior |
Postcount | 61 |
Homepage | |
Registered | Saturday, November 3 2001 08:00 |
Recent posts
Pages
Author | Recent posts |
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Dispel a Barrier through the script in Blades of Avernum Editor | |
Warrior
Member # 250
|
written Sunday, June 26 2005 09:13
Profile
I believe the call you are looking for is put_object_on_space. Since barriers count as objects, and putting -1 for the object type removes all objects from the space it should work. The entry for the call in the appendix should have all the info needed. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Dispel a Barrier through the script in Blades of Avernum | |
Warrior
Member # 250
|
written Sunday, June 26 2005 09:13
Profile
I believe the call you are looking for is put_object_on_space. Since barriers count as objects, and putting -1 for the object type removes all objects from the space it should work. The entry for the call in the appendix should have all the info needed. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Macintosh editor updated. in Blades of Avernum Editor | |
Warrior
Member # 250
|
written Wednesday, June 15 2005 05:17
Profile
Ok I took a look at when the editor crashs. It seems that whenever a dialog box is opened, doing anything that closes it (pressing ok or cancle) causes the program to crash. Upon closing the dialog box, the editor will just suddenly close, and I get a message saying The application 3d blades of avernum editor has unexpectly quit. One of the options from their is a report button which provides me with the following data although I have no idea if its any use. Date/Time: 2005-06-15 10:13:58.054 -0400 OS Version: 10.4.1 (Build 8B15) Report Version: 3 Command: 3D Blades of Avernum Editor Path: /Games/Blades of Avernum v1.0/Blades of Avernum Files/3D Blades of Avernum Editor.app/Contents/MacOS/3D Blades of Avernum Editor Parent: WindowServer [62] Version: v1.02b5 (v1.02b5) PID: 515 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0x76317731 Thread 0 Crashed: 0 com.apple.HIToolbox 0x931feeb8 GetDialogWindow + 140 1 com.spidweb.BoA3DEditor 0x00032e08 cd_kill_dialog(short, short) + 276 (crt.c:300) 2 com.spidweb.BoA3DEditor 0x000409cc pick_out(location, short, short) + 248 (crt.c:300) 3 com.spidweb.BoA3DEditor 0x000317cc handle_outdoor_menu(int) + 160 (crt.c:300) 4 com.spidweb.BoA3DEditor 0x00030d94 handle_menu_choice(long) + 208 (crt.c:300) 5 com.spidweb.BoA3DEditor 0x00030be0 Handle_One_Event() + 336 (crt.c:300) 6 com.spidweb.BoA3DEditor 0x000308bc main + 252 (crt.c:300) 7 com.spidweb.BoA3DEditor 0x000085a4 _start + 392 (crt.c:267) 8 dyld 0x8fe01048 _dyld_start + 60 Thread 1: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.unsanity.ape 0xc0002bf4 __ape_internal + 3300 (icplusplus.c:27) 3 com.unsanity.ape 0xc0001a08 __ape_agent + 64 (icplusplus.c:27) 4 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.apple.CoreFoundation 0x9074a4d8 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x90749ddc CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x913a535c HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x913a50fc CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 3: 0 libSystem.B.dylib 0x9002f68c kevent + 12 1 com.apple.DesktopServices 0x9278bad8 TFSNotificationTask::FSNotificationTaskProc(void*) + 56 2 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 3 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 4: 0 libSystem.B.dylib 0x9002ca98 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x9003127c pthread_cond_wait + 508 2 ...ple.CoreServices.CarbonCore 0x90b389c0 MPWaitOnQueue + 224 3 com.apple.DesktopServices 0x9278c330 TNodeSyncTask::SyncTaskProc(void*) + 108 4 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 5 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 0 crashed with PPC Thread State: srr0: 0x931feeb8 srr1: 0x0000d030 vrsave: 0x00000000 cr: 0x48800444 xer: 0x00000000 lr: 0x931feeb0 ctr: 0x931fee2c r0: 0x931feeb0 r1: 0xbffff790 r2: 0x00000000 r3: 0x76317731 r4: 0x00000000 r5: 0x01800000 r6: 0x004a0861 r7: 0x0000a082 r8: 0x00000001 r9: 0x0015f318 r10: 0x00001410 r11: 0x0005cfc4 r12: 0x931fee2c r13: 0x00000000 r14: 0x00000000 r15: 0x00000000 r16: 0x00000000 r17: 0x00000000 r18: 0x00000000 r19: 0x00000000 r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000 r24: 0x00000000 r25: 0x00000000 r26: 0xbffffba8 r27: 0x00164996 r28: 0x001649a4 r29: 0x004095e0 r30: 0xa3139550 r31: 0x931fee34 Binary Images Description: 0x1000 - 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Macintosh editor updated. in Blades of Avernum | |
Warrior
Member # 250
|
written Wednesday, June 15 2005 05:17
Profile
Ok I took a look at when the editor crashs. It seems that whenever a dialog box is opened, doing anything that closes it (pressing ok or cancle) causes the program to crash. Upon closing the dialog box, the editor will just suddenly close, and I get a message saying The application 3d blades of avernum editor has unexpectly quit. One of the options from their is a report button which provides me with the following data although I have no idea if its any use. Date/Time: 2005-06-15 10:13:58.054 -0400 OS Version: 10.4.1 (Build 8B15) Report Version: 3 Command: 3D Blades of Avernum Editor Path: /Games/Blades of Avernum v1.0/Blades of Avernum Files/3D Blades of Avernum Editor.app/Contents/MacOS/3D Blades of Avernum Editor Parent: WindowServer [62] Version: v1.02b5 (v1.02b5) PID: 515 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0x76317731 Thread 0 Crashed: 0 com.apple.HIToolbox 0x931feeb8 GetDialogWindow + 140 1 com.spidweb.BoA3DEditor 0x00032e08 cd_kill_dialog(short, short) + 276 (crt.c:300) 2 com.spidweb.BoA3DEditor 0x000409cc pick_out(location, short, short) + 248 (crt.c:300) 3 com.spidweb.BoA3DEditor 0x000317cc handle_outdoor_menu(int) + 160 (crt.c:300) 4 com.spidweb.BoA3DEditor 0x00030d94 handle_menu_choice(long) + 208 (crt.c:300) 5 com.spidweb.BoA3DEditor 0x00030be0 Handle_One_Event() + 336 (crt.c:300) 6 com.spidweb.BoA3DEditor 0x000308bc main + 252 (crt.c:300) 7 com.spidweb.BoA3DEditor 0x000085a4 _start + 392 (crt.c:267) 8 dyld 0x8fe01048 _dyld_start + 60 Thread 1: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.unsanity.ape 0xc0002bf4 __ape_internal + 3300 (icplusplus.c:27) 3 com.unsanity.ape 0xc0001a08 __ape_agent + 64 (icplusplus.c:27) 4 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9000a778 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000a6bc mach_msg + 60 2 com.apple.CoreFoundation 0x9074a4d8 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x90749ddc CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x913a535c HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x913a50fc CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 3: 0 libSystem.B.dylib 0x9002f68c kevent + 12 1 com.apple.DesktopServices 0x9278bad8 TFSNotificationTask::FSNotificationTaskProc(void*) + 56 2 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 3 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 4: 0 libSystem.B.dylib 0x9002ca98 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x9003127c pthread_cond_wait + 508 2 ...ple.CoreServices.CarbonCore 0x90b389c0 MPWaitOnQueue + 224 3 com.apple.DesktopServices 0x9278c330 TNodeSyncTask::SyncTaskProc(void*) + 108 4 ...ple.CoreServices.CarbonCore 0x90b387d0 PrivateMPEntryPoint + 76 5 libSystem.B.dylib 0x9002c3d4 _pthread_body + 96 Thread 0 crashed with PPC Thread State: srr0: 0x931feeb8 srr1: 0x0000d030 vrsave: 0x00000000 cr: 0x48800444 xer: 0x00000000 lr: 0x931feeb0 ctr: 0x931fee2c r0: 0x931feeb0 r1: 0xbffff790 r2: 0x00000000 r3: 0x76317731 r4: 0x00000000 r5: 0x01800000 r6: 0x004a0861 r7: 0x0000a082 r8: 0x00000001 r9: 0x0015f318 r10: 0x00001410 r11: 0x0005cfc4 r12: 0x931fee2c r13: 0x00000000 r14: 0x00000000 r15: 0x00000000 r16: 0x00000000 r17: 0x00000000 r18: 0x00000000 r19: 0x00000000 r20: 0x00000000 r21: 0x00000000 r22: 0x00000000 r23: 0x00000000 r24: 0x00000000 r25: 0x00000000 r26: 0xbffffba8 r27: 0x00164996 r28: 0x001649a4 r29: 0x004095e0 r30: 0xa3139550 r31: 0x931fee34 Binary Images Description: 0x1000 - 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0x9458efff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib 0x945d3000 - 0x945e7fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib 0x945ed000 - 0x9484ffff com.apple.QuickTime 7.0.1 /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime 0x94922000 - 0x94941fff com.apple.vecLib 3.1.1 (vecLib 3.1.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x96d6e000 - 0x96e11fff libcrypto.0.9.dylib /usr/lib/libcrypto.0.9.dylib 0xc0000000 - 0xc000ffff com.unsanity.ape 1.5 /Library/Frameworks/ApplicationEnhancer.framework/Versions/A/ApplicationEnhancer Model: PowerMac8,2, BootROM 5.2.5f1, 1 processors, PowerPC G5 (3.0), 2 GHz, 512 MB Graphics: ATI Radeon 9600, ATY,RV351, AGP, 128 MB Memory Module: DIMM0/J4000, 512 MB, DDR SDRAM, PC3200U-30330 AirPort: AirPort Extreme, 3.6f2 (3.90.34.0.p3) Modem: Jump, , V.92, Version 1.0, Bluetooth: Version 1.6.0f2, 2 service, 0 devices, 1 incoming serial ports Network Service: Built-in Ethernet, Ethernet, en0 Network Service: AirPort, AirPort, en1 Serial ATA Device: WDC WD1600JD-40HBC0, 149.05 GB Parallel ATA Device: MAT****ADVD-R UJ-845, USB Device: Bluetooth HCI, , Up to 12 Mb/sec, 500 mA USB Device: Hub in Apple Pro Keyboard, Mitsumi Electric, Up to 12 Mb/sec, 500 mA USB Device: Compaq Mouse, COMPAQ, Up to 1.5 Mb/sec, 100 mA USB Device: Apple Pro Keyboard, Mitsumi Electric, Up to 12 Mb/sec, 250 mA USB Device: Hub, , Up to 12 Mb/sec, 500 mA USB Device: Back-UPS ES 350 FW:800.e5.D USB FW:e5, APC, Up to 1.5 Mb/sec, 500 mA USB Device: USBHS MultiSlot Reader, , Up to 480 Mb/sec, 500 mA Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Macintosh editor updated. in Blades of Avernum Editor | |
Warrior
Member # 250
|
written Wednesday, June 15 2005 04:46
Profile
I'm using version 1.02b5 which when I looked at source forge seemed to be the latest version. I'm not entirely sure that my problems are related to me upgrading to 10.4 as I seem to be the only one experiencing this trouble. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Macintosh editor updated. in Blades of Avernum | |
Warrior
Member # 250
|
written Wednesday, June 15 2005 04:46
Profile
I'm using version 1.02b5 which when I looked at source forge seemed to be the latest version. I'm not entirely sure that my problems are related to me upgrading to 10.4 as I seem to be the only one experiencing this trouble. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Macintosh editor updated. in Blades of Avernum Editor | |
Warrior
Member # 250
|
written Tuesday, June 14 2005 05:46
Profile
quote:Well I'm not sure if its the same bug that the new editor fixed but I've run into a big bug running the 3D editor under 10.4. Whenever I try to load a different outdoor section or load a different town the 3d editor crashes. The editor spiderweb just released doesn't have that problem. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Macintosh editor updated. in Blades of Avernum | |
Warrior
Member # 250
|
written Tuesday, June 14 2005 05:46
Profile
quote:Well I'm not sure if its the same bug that the new editor fixed but I've run into a big bug running the 3D editor under 10.4. Whenever I try to load a different outdoor section or load a different town the 3d editor crashes. The editor spiderweb just released doesn't have that problem. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Combat in Canopy Poll in Blades of Avernum | |
Warrior
Member # 250
|
written Tuesday, May 3 2005 08:11
Profile
I actually played with a party below the recommended level. I wanted to use my party which had beaten DWTD, and only come out at about level 25. I have absolultly no idea how I got out of DWTD at such a low level though. I didn't use the editor at all, (Although I did fix two combat related bugs I saw in the scripts, one was that the bugbear mages martyr beam was for some reason had both a call to take away 300 hitpoints, and a call to do 100 unbockable damage, and I've read you posting that it was only supposed to be doing the 100 damage. Second was that in the big fortress, the script incorrectly had the lieutenant you kill on the 5th floor be the one that alive on the 7th floor with the one you didn't kill being dead, and I assumed it was supposed to be the other way around) Of course being such a low level made some of the combats extremely difficult, with the bugbear holy warriors being near the top of the list in the number of attempts it took. Really the only reason I was able to win was that I was very stubborn. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Rebellion in Blades of Avernum | |
Warrior
Member # 250
|
written Friday, April 29 2005 04:35
Profile
Both sides are really morally lacking. I sided with the rebels because despite thier flaws I saw a small chance of them improving conditions if they won, while the empire would just take things back to the way they were which was not good at all. Of course I definatly see where people can say that the rebels wouldn't be better leaders or prehaps even worse leaders. But its just a game, and I don't try to worry about such things to much. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Cloud Of Blades in Canopy in Blades of Avernum | |
Warrior
Member # 250
|
written Tuesday, April 19 2005 04:50
Profile
I got my cloud of blades spell back if I used the exit scenario special spell, but not when I finished the scenario normally. However the character editor made this easy to fix. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Most Notorious Weapons in Blades of Avernum | |
Warrior
Member # 250
|
written Friday, April 15 2005 12:05
Profile
quote:Its in canopy, although If I remember its location correctly I doubt very many parties got it. When you go to have a blade forged out of mithral you get two choices for what the weapon is like. One choice is the Maximillian, where the other it Saljuq. Since the Maximillian is so powerful most parties probally choice it over the Saljuq. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
post-canopy badness in Blades of Avernum | |
Warrior
Member # 250
|
written Thursday, April 14 2005 16:52
Profile
You know what was really broken in canopy was getting level 10 create illusion. I've summoned rashaka, efreet, drake lords, and some other ridicolous monsters after getting such a boost to that spell. Although it made the general shroud fight really easy, he didn't hit me at all during the first two forms because he was swamped with illusions that could summon more monsters, and the efreet just picked away at him. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Most Notorious Weapons in Blades of Avernum | |
Warrior
Member # 250
|
written Thursday, April 14 2005 16:46
Profile
I must agree that the maximillian is ridicolous. Although it was quite a slaughter in the tunnels fight in Bahssikava when my lead character had the sword equiped. (Those that have fought that battle probally will know what I'm talking about. I got attacked for 200 damage, which took me to zero, followed by a 300 damage blow for good measure. After that I quickly reloaded.) Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
How many new sects you expect to see in GF3 ? in Geneforge Series | |
Warrior
Member # 250
|
written Monday, March 28 2005 03:23
Profile
I'm guessing the Sholai won't be appearing in this game. I don't believe that any of the explorers that ever landed on succia island ever got back. They came in 3 ships, two of which were destroyed, and the last of which I believe is the ship you take off the island. Of course it would be possible for them to build more ships, but when the shaper council sends a team to investigate I really doubt that the Sholai would have survived. A few of the intelligant servials were saved, but any of the outsiders still present on the Island would certinally be killed. If none of the Sholai got back to there home I doubt any more Sholai would head for shaper lands, as the disaperance of the first expidition either suggests they ran into a great danger, or they found nothing and just starved to death on the open sea. But I could easily have been missing a few hints that suggest otherwise expecially since I haven't completed GF 2 yet. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
most obnoxious dungeon in avernum/exile trilogy in The Avernum Trilogy | |
Warrior
Member # 250
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written Friday, March 18 2005 05:28
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I voted the tower of zkal. I haven't played through all of the avernunm games but I did complete all three of the exile games and the tower of zkal was the one dungeon I don't believe I ever completed. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Another Pathetic & Premature Geneforge 3 Topic in Geneforge Series | |
Warrior
Member # 250
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written Sunday, March 13 2005 05:14
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quote:Spiderweb actually does offer mailable cds. If you look at the order page on the website, theres a checkbox next to each game if you want it on cd. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Another Pathetic & Premature Geneforge 3 Topic in Geneforge Series | |
Warrior
Member # 250
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written Sunday, March 13 2005 05:14
Profile
quote:Spiderweb actually does offer mailable cds. If you look at the order page on the website, theres a checkbox next to each game if you want it on cd. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Another Pathetic & Premature Geneforge 3 Topic in Geneforge 2 | |
Warrior
Member # 250
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written Sunday, March 13 2005 05:14
Profile
quote:Spiderweb actually does offer mailable cds. If you look at the order page on the website, theres a checkbox next to each game if you want it on cd. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Moving carts in Blades of Avernum Editor | |
Warrior
Member # 250
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written Monday, October 11 2004 15:39
Profile
Hmm, if I had to guess I would say that move_to_loc_x_y isn't working because the distance between the creature and the destination is to far for the pathfinding to work right. One way to do this I think, although it would be a big pain to code and may be to resource intensive, and would have to be hardcoded (meaning you need a specific script for each unique path although each one beyond the first should be much easier) would be to do the following In the start state of the creature script, in a large amount of if then statments check its x,y location. At certain x,y locations, the creature script would change the number of one of the memory cells. You should have these locations not to far apart. Now the rest of the start state, would be dedicated to more if then statements, checking for the number in the memory cell. It would then take the number in the memory cell, and use that to tell the cart the way to the next x,y location that is recognized. (move_to_loc_x_y should work for small distances) Since you want them to go forward and back, instead of a loop as far as I can tell, have a second memory cell, that changes at either end and would represent the direction currently traveled. Of course the real problem, is that such a script would take a large amount of time to write, as you have to manually write in each x,y location to check for, and where to go to next. Also if you have a second path a different cart needs to go by, you would have to create another copy of the script, and change the values so it goes on its own path. Of course I've probably didn't get my idea across clearly enough and I would wait to see if anyone else had an idea that would be easier to implement. One last thing, that I think might be a small problem no matter what approach you use is that unless you dictate the carts movement space by space, if a party member or other creature stood along the path, the cart would probably go off the track to pathfind around it. Can't think of a good way around this. Lining both sides of the track with blocked to creatures spaces would stop it from going off track, and would make giving the directions much easier, but it would make it almost impossible to use regular creatures in the same area. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Moving carts in Blades of Avernum | |
Warrior
Member # 250
|
written Monday, October 11 2004 15:39
Profile
Hmm, if I had to guess I would say that move_to_loc_x_y isn't working because the distance between the creature and the destination is to far for the pathfinding to work right. One way to do this I think, although it would be a big pain to code and may be to resource intensive, and would have to be hardcoded (meaning you need a specific script for each unique path although each one beyond the first should be much easier) would be to do the following In the start state of the creature script, in a large amount of if then statments check its x,y location. At certain x,y locations, the creature script would change the number of one of the memory cells. You should have these locations not to far apart. Now the rest of the start state, would be dedicated to more if then statements, checking for the number in the memory cell. It would then take the number in the memory cell, and use that to tell the cart the way to the next x,y location that is recognized. (move_to_loc_x_y should work for small distances) Since you want them to go forward and back, instead of a loop as far as I can tell, have a second memory cell, that changes at either end and would represent the direction currently traveled. Of course the real problem, is that such a script would take a large amount of time to write, as you have to manually write in each x,y location to check for, and where to go to next. Also if you have a second path a different cart needs to go by, you would have to create another copy of the script, and change the values so it goes on its own path. Of course I've probably didn't get my idea across clearly enough and I would wait to see if anyone else had an idea that would be easier to implement. One last thing, that I think might be a small problem no matter what approach you use is that unless you dictate the carts movement space by space, if a party member or other creature stood along the path, the cart would probably go off the track to pathfind around it. Can't think of a good way around this. Lining both sides of the track with blocked to creatures spaces would stop it from going off track, and would make giving the directions much easier, but it would make it almost impossible to use regular creatures in the same area. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Trecherous Waters... in Blades of Avernum | |
Warrior
Member # 250
|
written Thursday, October 7 2004 10:41
Profile
Just to help make sure you never make such a mistake again, the easy way to tell a boe scenario apart from a boa scenario if all you had was the files to go on, is that the BOA scenario would be a folder with a lot of text files inside, plus a few other files (the actual scenario, and the custom graphics.) A BOE scenario is made of just two files, the scenario file and the custom graphics. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
General Question of Doom in Blades of Avernum Editor | |
Warrior
Member # 250
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written Tuesday, September 21 2004 04:25
Profile
What makes a good scenario overall is that its fun. Of course that tells you nothing as then it just shifts the question to whats fun. So let me repeat some of the above points, a good plot, creativity, good beta testing to get out all the bugs, intresting battles, and other things all can make a scenario fun. Just don't focus all on one point as its hard for a scenario to be fun with just one strength, as usually the weaknesses will then pull the scenario down. Looking at the Comprehensive Scenario Rankings is good, and I'll provide a link link. You'll see that I linked the Comprehensive BOE Scenario Rankings instead of the Blades of Avernum one. I did this because the two engines are fairly similar but BOE has been out for a long time, and its for that that the real masterpieces have been made as things currently stand as well as the fact that there are far more scenarios to look at. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
General Question of Doom in Blades of Avernum | |
Warrior
Member # 250
|
written Tuesday, September 21 2004 04:25
Profile
What makes a good scenario overall is that its fun. Of course that tells you nothing as then it just shifts the question to whats fun. So let me repeat some of the above points, a good plot, creativity, good beta testing to get out all the bugs, intresting battles, and other things all can make a scenario fun. Just don't focus all on one point as its hard for a scenario to be fun with just one strength, as usually the weaknesses will then pull the scenario down. Looking at the Comprehensive Scenario Rankings is good, and I'll provide a link link. You'll see that I linked the Comprehensive BOE Scenario Rankings instead of the Blades of Avernum one. I did this because the two engines are fairly similar but BOE has been out for a long time, and its for that that the real masterpieces have been made as things currently stand as well as the fact that there are far more scenarios to look at. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |
Need beta-testers for my idea... in Blades of Avernum Editor | |
Warrior
Member # 250
|
written Monday, September 6 2004 09:55
Profile
quote:The scenarios are almost completely crossplatform except for the custom graphic files which are in separate formats for the mac and the pc. Posts: 61 | Registered: Saturday, November 3 2001 08:00 |