Profile for Dyng
Field | Value |
---|---|
Displayed name | Dyng |
Member number | 3905 |
Title | Warrior |
Postcount | 56 |
Homepage | |
Registered | Tuesday, January 20 2004 08:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
Where can I find this? in Blades of Avernum | |
Warrior
Member # 3905
|
written Tuesday, August 17 2004 00:08
Profile
Oh yeah... Forgot about that one. Head for the trash in the lower left corner of the poppy fields. You'd better have the pendant thingy from the lich... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Where can I find this? in Blades of Avernum | |
Warrior
Member # 3905
|
written Wednesday, August 4 2004 09:20
Profile
You can find it in DwtD as well. Go hug the mountains (outdoor walls for clarity) in the NW and you'll stumble across some lizards that are protecting one of those... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Editor bug? in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Saturday, July 31 2004 01:03
Profile
Happens to me too... The editor does not crash though, but it is a real pain in the ass erasing all those signposts. Oh, and it happens with wall signs too... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Editor bug? in Blades of Avernum | |
Warrior
Member # 3905
|
written Saturday, July 31 2004 01:03
Profile
Happens to me too... The editor does not crash though, but it is a real pain in the ass erasing all those signposts. Oh, and it happens with wall signs too... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Out of 10 main puzzle types, which do you perfer? in Blades of Avernum | |
Warrior
Member # 3905
|
written Friday, July 30 2004 08:39
Profile
Crate-pushing, lever-pulling, or lasers should result in an immediate defenstration (to use my word-of-the-day) of the scenario designer's computer. That, or just a good ole slapping... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
How do YOU come up with . . . in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Friday, July 30 2004 08:16
Profile
There's a bookshelf just to my right when I'm sitting at this computer. I generally pick last names of authors at random. Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
How do YOU come up with . . . in Blades of Avernum | |
Warrior
Member # 3905
|
written Friday, July 30 2004 08:16
Profile
There's a bookshelf just to my right when I'm sitting at this computer. I generally pick last names of authors at random. Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Dialogue Problem in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Tuesday, July 27 2004 06:07
Profile
Thanks. Works like a charm now... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Dialogue Problem in Blades of Avernum | |
Warrior
Member # 3905
|
written Tuesday, July 27 2004 06:07
Profile
Thanks. Works like a charm now... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Dialogue Problem in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Monday, July 26 2004 09:48
Profile
I thought I had mastered dialogue scripts. Everything worked perfectly when I tried setting up a dialogue with just one person. However as I've started scripting a real scenario I notice a huge problem. For some reason, when talking to character 1, I can see dialogue options for characters 2 and 3 as well... I've assigned all characters unique personality IDs, but it still doesn't distinguish the different persons. I've tried looking at working scripts, but I can see nothing I'd have overlooked. It's probably just some stupid mistake, but I'm at my wits end. Help, anyone? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Dialogue Problem in Blades of Avernum | |
Warrior
Member # 3905
|
written Monday, July 26 2004 09:48
Profile
I thought I had mastered dialogue scripts. Everything worked perfectly when I tried setting up a dialogue with just one person. However as I've started scripting a real scenario I notice a huge problem. For some reason, when talking to character 1, I can see dialogue options for characters 2 and 3 as well... I've assigned all characters unique personality IDs, but it still doesn't distinguish the different persons. I've tried looking at working scripts, but I can see nothing I'd have overlooked. It's probably just some stupid mistake, but I'm at my wits end. Help, anyone? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Palace of Khoth in Blades of Avernum | |
Warrior
Member # 3905
|
written Monday, July 26 2004 06:39
Profile
There is no way past I'm sorry to say... God knows I've tried. You can destroy the laser to the left - the wall behind it is a secret passage, so you can redirect a beam at it through this non-solid wall - but that doesn't help... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Moving Along a Specified Path? in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Wednesday, July 21 2004 08:18
Profile
Ok, I'm trying to make a scenario (to be released november 2024 if ever). However I'm still not quite familiar with the editor nor scripting. How would you go about if you want a character (NPC) to move to a specified spot. I want a character to walk away (to another part of town) after having been talked to. Any suggestions on how you could pull this off? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Moving Along a Specified Path? in Blades of Avernum | |
Warrior
Member # 3905
|
written Wednesday, July 21 2004 08:18
Profile
Ok, I'm trying to make a scenario (to be released november 2024 if ever). However I'm still not quite familiar with the editor nor scripting. How would you go about if you want a character (NPC) to move to a specified spot. I want a character to walk away (to another part of town) after having been talked to. Any suggestions on how you could pull this off? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
A small Rebelion Poll in Blades of Avernum | |
Warrior
Member # 3905
|
written Monday, July 19 2004 07:04
Profile
You do know there is a way of not siding (sort of), making it a tie between the empire and the rebels (killing off both leaders)? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
ASR: Treasure Question in Blades of Avernum | |
Warrior
Member # 3905
|
written Monday, July 19 2004 07:00
Profile
If my memory serves me correctly you need piercing crystals (you'll need two to get to all chests) since those barriers can't be dispelled with DB (at least at the level you'll have playing through ASR the first time). And, it is possible to do this without setting off the quickfire trap... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
ZKR question in Blades of Avernum | |
Warrior
Member # 3905
|
written Sunday, July 18 2004 04:19
Profile
I'd say cloud of blades is the way to go... They're all cramped up on this bridge, so throw CoB on someone in the front. This way they can't get to you without wading through sharp pointy things. Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
DwtD:Lost Apprentice in Blades of Avernum | |
Warrior
Member # 3905
|
written Saturday, July 17 2004 00:51
Profile
It's a good idea to save this guy as early as possible since this will make buying mage spells a lot cheaper. I.e. it's not worth buying mage spells until you've completed this quest... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Za-Khazi Run & DwtD in Blades of Avernum | |
Warrior
Member # 3905
|
written Thursday, July 15 2004 13:34
Profile
I don't think it is possible to get to the corpse. God knows I've tried. You can destroy the innermost laser but there is no way past the first one. Perhaps they forgot how the mirrors move when they designed the level. I think I heard someone on the boards mentioning that you could give the statue to the efreet west of the poppy fields, but I'm not sure... As for the chest, maybe you have to play the scenarios a couple of times more till you get tool use 201... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Za-Khazi Run & DwtD in Blades of Avernum | |
Warrior
Member # 3905
|
written Thursday, July 15 2004 12:27
Profile
Yup, the DwtD one is definitely where you get teleported after smashing the crystal holding the vampire (even though the game tells you you get teleported somewhere outside the town). The ZKR one stumped me though. It might just be intended as a waste of time. Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Found in DwtD: another magical thing ... in Blades of Avernum | |
Warrior
Member # 3905
|
written Tuesday, July 13 2004 06:31
Profile
quote:Oh, so that's how you're supposed to survive the fall... It tried enduring barrier, but that wasn't enough. Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Slight Problem in Palace of Khoth (Za-Khazi) in Blades of Avernum | |
Warrior
Member # 3905
|
written Monday, July 12 2004 08:34
Profile
Use the mirrors to redirect the laser beams at them... Two big 'ZAP' later you don't have to worry about those guys anymore... Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Ending a scenario in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Sunday, July 11 2004 09:42
Profile
Where in the script does that go exactly? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Ending a scenario in Blades of Avernum | |
Warrior
Member # 3905
|
written Sunday, July 11 2004 09:42
Profile
Where in the script does that go exactly? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Ending a scenario in Blades of Avernum Editor | |
Warrior
Member # 3905
|
written Sunday, July 11 2004 08:52
Profile
Ok, follow-up question. That neat piece of script works just fine (I just forgot to declare the variable 'choice', I got too happy cutting and pasting), and I'm starting to get the hang of dialogue scripts. But now I've noticed that if I exit the town in qustion to the north (thus executing the end-scenario question-dialog-thingy) and choose not to exit the scenario the party really exits the town to the north. I don't want this to happen since this places the party outside my map. How do I correct this? That is: I want the party to stay in town should they choose to continue the scenario, thus making it impossible to exit the town to the north... Any ideas or suggestions? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |