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move_to_new_town problems in Blades of Avernum Editor
Apprentice
Member # 6667
Profile #5
My thanks to you, wz. arsenic... as you pinpointed my problem precisely. I had suspected that the move_to_new_town call used the EXIT_STATE of the town you are in, but I had no idea that it also used the INIT_STATE of the town you are moving to. Turns out I was missing a ; in my INIT_STATE of the new town.

Strange, though, that I received no error messages when activating the move_to_new_town script from my special encounter. It simply shut down the game. It would be nice if it gave an error message, like undefined town, or something like that, and the encounter didn't work, instead.

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
move_to_new_town problems in Blades of Avernum
Apprentice
Member # 6667
Profile #5
My thanks to you, wz. arsenic... as you pinpointed my problem precisely. I had suspected that the move_to_new_town call used the EXIT_STATE of the town you are in, but I had no idea that it also used the INIT_STATE of the town you are moving to. Turns out I was missing a ; in my INIT_STATE of the new town.

Strange, though, that I received no error messages when activating the move_to_new_town script from my special encounter. It simply shut down the game. It would be nice if it gave an error message, like undefined town, or something like that, and the encounter didn't work, instead.

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
move_to_new_town problems in Blades of Avernum Editor
Apprentice
Member # 6667
Profile #0
So, after playing around with a few different concepts, I have suddenly found problems with the move_to_new_town call. I gather from reading the other threads that others have experienced these problems, too.

In essence, the code is inserted into a script, like a special encounter. Instead of transporting the party to the new town, it crashes, and shuts down BoA.

Anybody know how to avoid this bug?

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
move_to_new_town problems in Blades of Avernum
Apprentice
Member # 6667
Profile #0
So, after playing around with a few different concepts, I have suddenly found problems with the move_to_new_town call. I gather from reading the other threads that others have experienced these problems, too.

In essence, the code is inserted into a script, like a special encounter. Instead of transporting the party to the new town, it crashes, and shuts down BoA.

Anybody know how to avoid this bug?

--------------------
*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
Weird scripting for entering a town in Blades of Avernum Editor
Apprentice
Member # 6667
Profile #0
I'm working on designing a scenario (... there's a statement ranked most obvious!), and I'm trying to figure out how to do something a tad bit unusual.

After a certain event in the scenario (not a day, but a SDF, or quest), I want to make it so when a person tries to enter a town (say, 10), they enter a different town, instead (say, 12). This is because town 10 was destroyed while the party was doing this event, and I want to be able to visit the carnage, which I have designed as town 12.

I'm sure there's a way to do this (at least, I hope there is!), but I haven't been able to find it. Anybody out there know? :confused:

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
Weird scripting for entering a town in Blades of Avernum
Apprentice
Member # 6667
Profile #0
I'm working on designing a scenario (... there's a statement ranked most obvious!), and I'm trying to figure out how to do something a tad bit unusual.

After a certain event in the scenario (not a day, but a SDF, or quest), I want to make it so when a person tries to enter a town (say, 10), they enter a different town, instead (say, 12). This is because town 10 was destroyed while the party was doing this event, and I want to be able to visit the carnage, which I have designed as town 12.

I'm sure there's a way to do this (at least, I hope there is!), but I haven't been able to find it. Anybody out there know? :confused:

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
Basalt Fortress help, please (possible spoilers) in Avernum 4
Apprentice
Member # 6667
Profile #2
No, i haven't made it to the lower level... there is a gate in the way that the Vhanatai party of four stopped in front of, and told me to lower. I have found no means of lowering it, either.

I've defeated all three shades, and the drake that Rentar (sp?) had guarding the route... killed every pylon entitiy between Fort Remote and the Basalt Fortress.... but I have found no means of opening that inner gate, or any of those "too complicated" locks.

Edit: thanks! I found that lever you mentioned... I can't believe I did not see it before!

[ Monday, January 09, 2006 15:09: Message edited by: Zaid ]

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00
Basalt Fortress help, please (possible spoilers) in Avernum 4
Apprentice
Member # 6667
Profile #0
So far, I have been loving ever minute of Avernum IV. Takes me back to the days when I played the original Exile 1-3, and Blades...

Anyway, I've made it to the Basalt Fortress, where Rheno-Iltar (sp?) is said to dwell. However, there are some locked doors there that I cannot open with tool use (says it is too difficult), so I know there must be a key somewhere.

I have two Crystal Keys I have found on the way to the fortress (one from Fort Remote, the other in the fortress), but I still cannot open the doors. I have been looking for a way through for a few days now, and am now officially frustrated. :mad:

Little help? I'd love a full answer at this point, due to frustration levels, but even hints would be good.

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*There is no fate that can hinder or control the firm resolve of a determined soul.*
Posts: 5 | Registered: Monday, January 9 2006 08:00