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[(BG1) INCONSISTENCY] Raiken's bandits attack on sight no matter what

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  • SethDavisSethDavis Member Posts: 1,812
    @Balquo - Added :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Well, this was fixed, but some problem remained: http://forum.baldursgate.com/discussion/3889/bgeebg1-a-group-of-friendly-bandits-just-standing-here

    I added a solution there, so it should be easy to close.
  • BhryaenBhryaen Member Posts: 2,874
    Actually when I found Raiken there were no other bandits anywhere nearby. Then after the cutscene the nameless bandit and Raiken walked off to the NW, ran into some trees, thought better of it, then walked back SE... and vanished in the middle of the view area. Tazok didn't move at all, just stood there until vanishing with the other two.
  • BalquoBalquo Member, Developer Posts: 2,746
    edited September 2012
    Yes, in the script ar2900.bcs all the bandits are now called BANDIT44 which don't exist. This is why Teven in ar2900 is alone. There was a huge delay between ending the dialogue with Teven and starting the cut scene with Tazok. Looking into the other problems.
  • BalquoBalquo Member, Developer Posts: 2,746
    Many bugs with this. I wrote up some fixes last night and will get them posted this evening.
  • BhryaenBhryaen Member Posts: 2,874
    @Balquo
    Raiken in Peldvale was also alone so that area script might be off as well...
  • BalquoBalquo Member, Developer Posts: 2,746
    edited September 2012
    @SethDavis
    Here are the fixes.

    It also fixes bugs @Avenger_teambg mentioned here:
    http://forum.baldursgate.com/discussion/3889
    http://forum.baldursgate.com/discussion/2780

    * Fixes incorrect bandit creatures which caused them not to spawn. You named them BANDIT44 and BANDIT22. I removed the second number and also gave them different facing directions as them all looking south is kind of silly looking.
    * Once Tazok begins the fight with CHARNAME Teven/Raiken would just get destroyed which looks bad. They will now move away from the fight and escapearea() once you beat Tazok as intended per the dialogue.
    * Fixed the long delay between ending Teven's/Raiken's dialogue and starting the Tazok cut scene. Remove the duplicate shout(2)/Wait(2). Also added Fadeto/from. Sets the mood better.
    * Adds new scripts that will destroy the bandits and either Teven or Raiken; depending on which one you didn't talk to.
    * Fixed some duplicate entries in Tazok's dialogue.
    * Fixed some things mentioned in Dudleyville.

    COPY_EXISTING ~ar2400.bcs~ ~override~ ~ar2900.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~CreateCreature("BANDIT444",\[1375.2147\],0) CreateCreature("BANDIT444",\[1364.2260\],0) CreateCreature("BANDIT444",\[1479.2347\],0) CreateCreature("BANDIT444",\[1486.2143\],0) CreateCreature("BANDIT444",\[1548.2228\],0) CreateCreature("BANDIT444",\[1290.2260\],0) CreateCreature("BANDIT444",\[1393.2366\],0)~ ~CreateCreature("BANDIT4",[1375.2147],6) CreateCreature("BANDIT4",[1364.2260],1) CreateCreature("BANDIT4",[1479.2347],15) CreateCreature("BANDIT4",[1486.2143],8) CreateCreature("BANDIT4",[1548.2228],12) CreateCreature("BANDIT4",[1290.2260],4) CreateCreature("BANDIT4",[1393.2366],1)~ REPLACE_TEXTUALLY ~CreateCreature("Raiken",\[4013.594\],0) CreateCreature("BANDIT222",\[4134.556\],0) CreateCreature("BANDIT222",\[4268.628\],0) CreateCreature("BANDIT222",\[4112.652\],0) CreateCreature("BANDIT222",\[4194.663\],0) CreateCreature("BANDIT222",\[4176.511\],0) CreateCreature("BANDIT222",\[4227.541\],0) CreateCreature("BANDIT222",\[4072.572\],0)~ ~CreateCreature("Raiken",[4223.601],0) CreateCreature("BANDIT2",[4112.512],7) CreateCreature("BANDIT2",[4377.700],14) CreateCreature("BANDIT2",[4112.652],2) CreateCreature("BANDIT2",[4197.723],0) CreateCreature("BANDIT2",[4385.531],10) CreateCreature("BANDIT2",[4284.542],12) CreateCreature("BANDIT2",[4072.572],4)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~teven.bcs~ ~override~ ~raiken.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~DestroySelf()~ ~MoveToPoint([1042.1249]) Face(14) ActionOverride("Banditcr",MoveToPoint([1021.1309])) ActionOverride("Banditcr",Face(15))~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~teven.dlg~ ~override~ ~raiken.dlg~ ~override~ DECOMPILE_DLG_TO_D REPLACE_TEXTUALLY EXACT_MATCH ~Shout(2) Wait(2) Shout(2)~ ~Shout(2)~ COMPILE_D_TO_DLG COPY_EXISTING ~tazok.dlg~ ~override~ DECOMPILE_DLG_TO_D REPLACE_TEXTUALLY EXACT_MATCH ~ClearAllActions()~ ~EndCutSceneMode() ClearAllActions()~ REPLACE_TEXTUALLY EXACT_MATCH ~EndCutSceneMode() ActionOverride("Teven",EscapeArea()) ActionOverride("Raiken",EscapeArea()) ActionOverride("Banditcr",EscapeArea())~ ~ActionOverride("Teven",EscapeArea()) ActionOverride("Raiken",EscapeArea())~ COMPILE_D_TO_DLG COPY_EXISTING ~bancut01.bcs~ ~override~ ~bancut02.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~ChangeAIScript("bandct",OVERRIDE)~ ~~ REPLACE_TEXTUALLY ~CreateCreature("RAIKEN",\[1100.1390\],0)~ ~CreateCreature("RAIKEN",[1100.1390],0) ActionOverride("RAIKEN",FaceObject(Player1))~ REPLACE_TEXTUALLY ~CutSceneId(Player1)~ ~CutSceneId(Player1) FadeToColor([20.0],0) Wait(2)~ REPLACE_TEXTUALLY ~ActionOverride("Tazok",SetNumTimesTalkedTo(1))~ ~FadeFromColor([20.0],0) ActionOverride("Tazok",SetNumTimesTalkedTo(1))~ REPLACE_TEXTUALLY ~Wait(3)~ ~ActionOverride("Banditcr",ChangeAIScript("WTARSGT",DEFAULT)) Wait(3)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~tazok.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~RESPONSE #100~ ~RESPONSE #100 StartCutSceneMode()~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES <<<<<<<< newbanditscript.baf IF Global("TazokSays","GLOBAL",1) THEN RESPONSE #100 DestroySelf() END >>>>>>>> COPY_EXISTING ~bandit2.cre~ ~override~ ~bandit4.cre~ ~override~ WRITE_ASCII 0x258 ~Bandit4~ EXTEND_BOTTOM ~Bandit4.bcs~ ~newbanditscript.baf~ <<<<<<<< newbanditscript.baf IF Global("TazokSays","GLOBAL",1) THEN RESPONSE #100 ActionOverride("Teven",DestroySelf()) END >>>>>>>> EXTEND_BOTTOM ~ar2900.bcs~ ~newbanditscript.baf~ <<<<<<<< newbanditscript.baf IF Global("TazokSays","GLOBAL",1) THEN RESPONSE #100 ActionOverride("Raiken",DestroySelf()) END >>>>>>>> EXTEND_BOTTOM ~ar2400.bcs~ ~newbanditscript.baf~
    Post edited by Balquo on
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    great stuff
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @Balquo's fix has been applied
  • BalquoBalquo Member, Developer Posts: 2,746
    @SethDavis
    I noticed in the new build that BANDIT44 and BANDIT22 are now BANDIT444 and BANDIT222. LOL what is going on there? Anyway, the code above will need to be changed so it can find the extra number.

    I'll go ahead and change the numbers.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Sometimes it wouldn't hurt to check these runaway patches before submitting, and after applying.
    The crash with Xan turned out to be also a patch thing. :(
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    I checked ar2400 and ar2900, they correctly use the creature resrefs.
    I don't know if there is any other remaining issue with this.
    Confirmed fixed?
  • BalquoBalquo Member, Developer Posts: 2,746
    I'm going through it now. Seem ok so far, noticed a small duplication but nothing serious so far.
  • BalquoBalquo Member, Developer Posts: 2,746
    edited September 2012
    @SethDavis
    Here are a few fixes. Mostly duplicates.

    // Remove Duplicates COPY_EXISTING ~tazok.dlg~ ~override~ DECOMPILE_DLG_TO_D REPLACE_TEXTUALLY EXACT_MATCH ~ActionOverride("Banditcr",EscapeArea()) ActionOverride("Banditcr",EscapeArea())~ ~ActionOverride("Banditcr",EscapeArea())~ COMPILE_D_TO_DLG // Remove Duplicates (removes wait() as that delays the cut scene and give the option to talk to Teven/Raiken to delay the cut scene even further - this is bad) COPY_EXISTING ~teven.dlg~ ~override~ ~raiken.dlg~ ~override~ DECOMPILE_DLG_TO_D REPLACE_TEXTUALLY EXACT_MATCH ~Wait(2) Shout(2) Wait(2)~ ~~ COMPILE_D_TO_DLG //Fixes so the initiator bandit from the cut scene will MoveToPoint as soon as Tazok turns hostile COPY_EXISTING ~teven.bcs~ ~override~ ~raiken.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~MoveToPoint(\[1042.1249\]) Face(14) ActionOverride("Banditcr",MoveToPoint(\[1021.1309\])) ActionOverride("Banditcr",Face(15))~ ~ActionOverride("Banditcr",MoveToPoint([1021.1309])) ActionOverride("Banditcr",Face(15)) MoveToPoint([1042.1249]) Face(14)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES
  • TanthalasTanthalas Member Posts: 6,738
    One last little fix and this one is done too.
  • SethDavisSethDavis Member Posts: 1,812
    One more fix to the call.
  • BalquoBalquo Member, Developer Posts: 2,746
    confirmed fixed.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Seems to be ok.
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