Profile for Old MikeS
Field | Value |
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Displayed name | Old MikeS |
Member number | 5294 |
Title | Apprentice |
Postcount | 30 |
Homepage | http://pws.prserv.net/usinet.slack/ |
Registered | Wednesday, December 15 2004 08:00 |
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Author | Recent posts |
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Peculiar error? in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Wednesday, April 6 2005 14:32
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Dang. Should've checked the bugs list before posting. Any work-arounds? Also, is someone maintaining alint? When running against some scripts, it flags the following valid code: string somevar = "some val"; In fact any 'constant' string defined this way used later it also flags as an inappropriate variable.Mike Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Peculiar error? in Blades of Avernum | |
Apprentice
Member # 5294
|
written Wednesday, April 6 2005 14:32
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Dang. Should've checked the bugs list before posting. Any work-arounds? Also, is someone maintaining alint? When running against some scripts, it flags the following valid code: string somevar = "some val"; In fact any 'constant' string defined this way used later it also flags as an inappropriate variable.Mike Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Peculiar error? in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Tuesday, April 5 2005 12:45
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Hi all, Have the following creature script (it has debug lines in it): What seems to happen is that it gets to the line 'char_take_item()' and throws the following message: 'Peculiar Error: Undefined function called'. I've been banging on this code for two days and can't figure out why it's displaying that message. Does anyone know what it means? Have I forgotten something in the script? Mike Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Peculiar error? in Blades of Avernum | |
Apprentice
Member # 5294
|
written Tuesday, April 5 2005 12:45
Profile
Homepage
Hi all, Have the following creature script (it has debug lines in it): What seems to happen is that it gets to the line 'char_take_item()' and throws the following message: 'Peculiar Error: Undefined function called'. I've been banging on this code for two days and can't figure out why it's displaying that message. Does anyone know what it means? Have I forgotten something in the script? Mike Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Wednesday, March 9 2005 13:51
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That's good to know, It'll save me the time to test out a darkness breather. I guess because of this line (in the boa exe) 'Your light is instantly snuffed out.' in the same area as the 'breathes darkness' text, I made the assumption that the darkness breath killed the light sources. Oh well. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum | |
Apprentice
Member # 5294
|
written Wednesday, March 9 2005 13:51
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That's good to know, It'll save me the time to test out a darkness breather. I guess because of this line (in the boa exe) 'Your light is instantly snuffed out.' in the same area as the 'breathes darkness' text, I made the assumption that the darkness breath killed the light sources. Oh well. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Monday, March 7 2005 13:40
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Just in case someone else needs a solution for this, what I ended up doing was set the dungeons to total dark, and add custom floor types importing the regular floor types, but adding the fl_light_radius=3 line to them. This isn't as slick as 'a puff of wind blows through and snuffs your torch out', but it allows me to have 'dark' areas and lighted areas without having to place terrain light sources. Note, I tried with the status calls to see if there was an undocumented status, but up through about status = 400, no luck. Also, it seems like you can create creatures that breath 'darkness'. It sure seems like that it would be easy enough to add a call to control the parties light source. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum | |
Apprentice
Member # 5294
|
written Monday, March 7 2005 13:40
Profile
Homepage
Just in case someone else needs a solution for this, what I ended up doing was set the dungeons to total dark, and add custom floor types importing the regular floor types, but adding the fl_light_radius=3 line to them. This isn't as slick as 'a puff of wind blows through and snuffs your torch out', but it allows me to have 'dark' areas and lighted areas without having to place terrain light sources. Note, I tried with the status calls to see if there was an undocumented status, but up through about status = 400, no luck. Also, it seems like you can create creatures that breath 'darkness'. It sure seems like that it would be easy enough to add a call to control the parties light source. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Sunday, February 6 2005 02:59
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Hi all, Does anyone know of a good technique to turn off a parties light source (torch, lamp, magic, etc.) and make it 'dark' again while in a dungeon? I couldn't find anything in the manual, but could've missed something that would work. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Turn off Light (in dungeon) in Blades of Avernum | |
Apprentice
Member # 5294
|
written Sunday, February 6 2005 02:59
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Hi all, Does anyone know of a good technique to turn off a parties light source (torch, lamp, magic, etc.) and make it 'dark' again while in a dungeon? I couldn't find anything in the manual, but could've missed something that would work. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Split out characters and death in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Wednesday, December 22 2004 04:08
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Thanks for the warning. Luckily this isn't intergal to the plot line, just trying to dot the i's, cross the t's - so to speak. I'll probably just put in a warning message about combat mode and let the player make the choice. As another thought, would placing a check after each 'doattack()' call within the creature scripts be a better place to see if the split off character is in trouble? :confused: I may try this one day when I get really motivated. :) Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Split out characters and death in Blades of Avernum | |
Apprentice
Member # 5294
|
written Wednesday, December 22 2004 04:08
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Thanks for the warning. Luckily this isn't intergal to the plot line, just trying to dot the i's, cross the t's - so to speak. I'll probably just put in a warning message about combat mode and let the player make the choice. As another thought, would placing a check after each 'doattack()' call within the creature scripts be a better place to see if the split off character is in trouble? :confused: I may try this one day when I get really motivated. :) Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Wandering town monsters (turn off) in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Wednesday, December 22 2004 03:59
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Thanks. I kinda knew that generation through scripting was the way to go, I was just getting lazy. :) Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Wandering town monsters (turn off) in Blades of Avernum | |
Apprentice
Member # 5294
|
written Wednesday, December 22 2004 03:59
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Thanks. I kinda knew that generation through scripting was the way to go, I was just getting lazy. :) Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Split out characters and death in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Tuesday, December 21 2004 03:34
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I have the following code in a town's start state: Basically, it watches a 'split off' character and forces a heal/rejoin if the character is in trouble. It works great as long as the character does not go into combat mode. There it only works if the wounded check is met between combat rounds. Otherwise, the game ends in death. Is there another way to force a party rejoin if a split character dies while in combat that I may have missed? Or do I just pop up message letting the player know that combat may not be the best option while 'split'? Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Split out characters and death in Blades of Avernum | |
Apprentice
Member # 5294
|
written Tuesday, December 21 2004 03:34
Profile
Homepage
I have the following code in a town's start state: Basically, it watches a 'split off' character and forces a heal/rejoin if the character is in trouble. It works great as long as the character does not go into combat mode. There it only works if the wounded check is met between combat rounds. Otherwise, the game ends in death. Is there another way to force a party rejoin if a split character dies while in combat that I may have missed? Or do I just pop up message letting the player know that combat may not be the best option while 'split'? Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Wandering town monsters (turn off) in Blades of Avernum Editor | |
Apprentice
Member # 5294
|
written Tuesday, December 21 2004 03:19
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Maybe it's just me and I haven't found it, but how do you turn off the wandering town monsters when you 'kill' a town? I would've assumed that by setting a town as dead, that the wandering monsters defined would stop, but they still seem to be generated. In outdoor regions, you have a sdf that can be used to turn off the encounters, but there doesn't seem to be something similar for wandering town monsters. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |
Wandering town monsters (turn off) in Blades of Avernum | |
Apprentice
Member # 5294
|
written Tuesday, December 21 2004 03:19
Profile
Homepage
Maybe it's just me and I haven't found it, but how do you turn off the wandering town monsters when you 'kill' a town? I would've assumed that by setting a town as dead, that the wandering monsters defined would stop, but they still seem to be generated. In outdoor regions, you have a sdf that can be used to turn off the encounters, but there doesn't seem to be something similar for wandering town monsters. Posts: 30 | Registered: Wednesday, December 15 2004 08:00 |