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Beta Call: A Living Nightmare in Blades of Avernum
Apprentice
Member # 7374
Profile #5
quote:
Originally written by Just Nikki.:

quote:
Originally written by Armed_Defender:

Windows Vista (BoA still works for me even though it's not meant to.)
It isn't not meant to work. :)

Really? I thought the 'Pre Vista' thing on the download page meant it wouldn't work on Vista? Oh well :cool:

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i am a genius no one can stop me one can stop me no one can stop me can
stop can stop no no
Posts: 16 | Registered: Friday, August 11 2006 07:00
Beta Call: A Living Nightmare in Blades of Avernum
Apprentice
Member # 7374
Profile #1
I'll Beta test for you if you want.

Armed_Defender
Armed_Defender(at)hotmail(dot)com
Windows Vista (BoA still works for me even though it's not meant to)

Thanks.

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i am a genius no one can stop me one can stop me no one can stop me can
stop can stop no no
Posts: 16 | Registered: Friday, August 11 2006 07:00
NPC Searching for nearest guard in Blades of Avernum Editor
Apprentice
Member # 7374
Profile #14
quote:
Orginally written by Niemand:
1) There is no way to find out which way an NPC is facing. You can set the value, but not retrieve it.
2) Why do you need this? Do you want NPCs to only notice crimes if facing the party? If so I'm afraid that there's no good way. Other than that, I can't think of any reason you would need this.

Well, my intention was to make it possible for the party to steel from an unsuspecting NPC if the player was to sneak up behind them while their back is turned. To find out whether they the player was successful i would use:
if (get_ran(1,1,100) == < ((get_flag(1,1) / 20) * 100 ) this would give me (hopefully) the percentage chance the player has of being successful. (get_flag(1,1) would be the level of skill the player had out of 20)

Oh well I guess I'll have to be more inventive :P .

quote:
Originally written by Ephesos:
To the best of our collective knowledge, there is no workaround for this problem.

Ok well, there goes another idea. I'll just do it through specials, which would probably be easier in the long run.

Well I can still use Niemands' and Niocas' scripts for my original idea lol.

Thanks again for all your help everyone.
Posts: 16 | Registered: Friday, August 11 2006 07:00
NPC Searching for nearest guard in Blades of Avernum Editor
Apprentice
Member # 7374
Profile #10
Well I put both Niemands' and Niocas' scripts in, but then I realized that, for what I had in mind to work, i'd need a call to return the value of which direction an NPC is facing. Like a 'character_facing(ME)' call. I tried that but of course that returned a bunch of errors, so is there any call to do this?

I think with messages I should be alright (with the help of the docs of course).

quote:
Multiplying by negatives is fine, but I do have to tell you that the move_to_new_town call only works when it's used in a state activated by the party stepping into a special rectangle.
What call could I use in a terrain script instead of move_to_new_town?
Posts: 16 | Registered: Friday, August 11 2006 07:00
NPC Searching for nearest guard in Blades of Avernum Editor
Apprentice
Member # 7374
Profile #7
Wow :eek: , thanks for all the help everyone, i wasn't expecting this many replies lol. It's a bit late at the moment so i'll have to get around to doing this tomorrow but hopefully it all works out. Thanks again for all the help and i'll post anymore problems i run into (which i'm sure there'll be lots :) ).

Also, one more thing: can the BoA engine handle multiplying by negatives? For example, This is part of a terrain script i'm working on:
move_to_new_town(my_loc_x,((my_loc_y - 47) * -1),get_memory_cell(9)); Is that possible, or do i have to do it some other way?

[ Sunday, December 02, 2007 00:45: Message edited by: Armed_Defender ]
Posts: 16 | Registered: Friday, August 11 2006 07:00
NPC Searching for nearest guard in Blades of Avernum Editor
Apprentice
Member # 7374
Profile #2
Question: How would I get the NPC to search for the nearest guard?

Would it work if I, in the NPC's script, made the call can_see_char (i think this is it, but i'm not sure) whenever the crime level goes up, and if it has, and the NPC sees the player, make the NPC run. Maybe if i set guards who don't move randomly at places in the town then made the NPC run to the nearest on of those. Would this be possible?
Posts: 16 | Registered: Friday, August 11 2006 07:00
NPC Searching for nearest guard in Blades of Avernum Editor
Apprentice
Member # 7374
Profile #0
Does anyone know if it's possible to make a normal NPC actively search out the nearest character whose script is "guard.txt" after witnessing a crime done by the player.

For example, the player breaks into someones house and steals some items of value not theirs, an NPC witnesses this, so, instead of the town becoming hostile straight away, i want the NPC to run away to the nearest guard, then the town becoming hostile.

Is there a call that will make the NPC do this (or list of calls)?
Posts: 16 | Registered: Friday, August 11 2006 07:00
Does anyone know...? in The Exile Trilogy
Apprentice
Member # 7374
Profile #6
I meant plot related interesting lol
Posts: 16 | Registered: Friday, August 11 2006 07:00
Does anyone know...? in The Exile Trilogy
Apprentice
Member # 7374
Profile #4
Lol ok, I was hoping he would do something interesting seeing as you have to fly to get there.

Thanks for the help.
Posts: 16 | Registered: Friday, August 11 2006 07:00
Does anyone know...? in The Exile Trilogy
Apprentice
Member # 7374
Profile #2
Ok. Thanks for your help.

[ Sunday, September 23, 2007 16:36: Message edited by: Armed_Defender ]
Posts: 16 | Registered: Friday, August 11 2006 07:00
Does anyone know...? in The Exile Trilogy
Apprentice
Member # 7374
Profile #0
Does anyone know who that guy is in South-Western Valorium, he lives on an island a few spaces off the coast, you have to fly to get there, but when you do, he just curses you. It's very strange and I'm curious to as to what the point is of him being there.

Thanks in advance.

EDIT: Sorry, forgot to mention that this is in Exile III.

[ Saturday, September 22, 2007 21:00: Message edited by: Armed_Defender ]
Posts: 16 | Registered: Friday, August 11 2006 07:00
How Did You Find Spiderweb? in General
Apprentice
Member # 7374
Profile #33
I, too, found Exile 1/2 on one of those 1000 games CDs. Were the only games on the CD worth playing lol. :cool:
Posts: 16 | Registered: Friday, August 11 2006 07:00
The Nephil Search: Escape in Blades of Avernum
Apprentice
Member # 7374
Profile #13
If you still need testers I'm willing to help.

Windows XP SP2
Armed_Defender(AT)hotmail(DOT)com

Thanks.
Posts: 16 | Registered: Friday, August 11 2006 07:00
Frostbite End? (spoiler) in Blades of Avernum
Apprentice
Member # 7374
Profile #13
1. Have you found Orrin's Broadsword? No
2. Have you found the Defender's Blade? No
3. Have you brewed a Panacea? Yes
4. Have you eaten raw nightshade? No
5. Have you ever become an unstoppable warrior (temporarily)? No
6. Have you found alchemy equipment? No
7. Have you trained with a highlander? Yes
8. Have you worn rusty armor? No, liked my own better.
9. Have you discovered the truth about Abominations? Yes
10. Have you finished the scenario with the prefab? My singleton was too high to choose this lol

Edit: I just prefabricated just then, and it made me even stronger, whats up with that? Took me from level 1 to level 75 :eek:

[ Friday, July 06, 2007 12:02: Message edited by: Armed_Defender ]
Posts: 16 | Registered: Friday, August 11 2006 07:00
Out on this island, miles and miles beyond the far end of nothing... in The Avernum Trilogy
Apprentice
Member # 7374
Profile #0
Whilst playing Avernum 3, I was exploring in Southwest Valorim when I came across a small island that I had to use the Orb of Thralni to get there. Theres a little hut on the island and if you knock on the door, a "withered, gnarled old hermit waddles out of the hut", then curses you! Who is this madman? Why is he there? :confused:
Posts: 16 | Registered: Friday, August 11 2006 07:00
Creature Graphics in Blades of Avernum
Apprentice
Member # 7374
Profile #0
Hi,
I was wondering if anyone out there can help me finding some graphics for a scenario I'm making. Most graphics I already have but I need a few variations on dwarfs, sort of like the ones in Lord of the Rings and etc. Help would be greatly appreciated, thanks in advance.
Posts: 16 | Registered: Friday, August 11 2006 07:00
Idea for realsing creations in Geneforge 4: Rebellion
Apprentice
Member # 7374
Profile #18
maybe in g4 we should be alowed to choose if we want to be good or bad from the start, if we choose to be bad we should be able to make spawners and things that create thier own little monsters to wreak havoc on any nearby towns, and as you go along you should be able to make a few really powerful spawners sort of like bosses? just an idea.
Posts: 16 | Registered: Friday, August 11 2006 07:00
Changes in G4 in Geneforge 4: Rebellion
Apprentice
Member # 7374
Profile #10
maybe in g4 there should be more charactor slots for your creations? maybe it should be optional depending on what difficulty you choose.

for example: easy has more charactor slots the hard and so on?
Posts: 16 | Registered: Friday, August 11 2006 07:00