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[(BG1, BGEE) BUG] Few more minor script bugs

CamDawgCamDawg Member, Developer Posts: 3,438
edited August 2012 in Fixed
I've got NearInfinity working, so I'm following up with some of its automated debugging tools.

Minor script fixes
  • A handful of creatures need to have DVs matching their creature file names-- Sorrel (sorrel.cre), Addy (addy.cre), Kaella (kaella.cre), Caedmon (caedmo.cre), Jonavin (jonavi.cre), Brennan Risling (brenna.cre), slave (slavfree.cre), Parda (parda1.cre), Karan (karan1.cre), Dillar (dillar.cre)
  • ar0500 references Exists("ike2") which should be just ike.
  • One of the Durlag Tower area scripts (ar0512.bcs) has references to triggers firedrake[1-7]a, which should just be without the trailing a. There's also no firedrake7, which is a slightly bigger issue.
  • In the Gorion death cutscene (ch1cut02.bcs) one of the ogre gets ActionOverride("Ogre",ChangeAIScript("None",RACE)) to blank one of its scripts. It should ActionOverride("Ogre",ChangeAIScript("",RACE))--the former would have picked up none.bcs, should it exist.
  • Charleston Nib tries to open a non-existent door in digcut01.bcs - ActionOverride("Charleston",OpenDoor("Digdoor"))
Off to work, will continue this evening.
Post edited by Bhryaen on

Comments

  • CamDawgCamDawg Member, Developer Posts: 3,438
    // set this batch to use their filename as DV
    COPY_EXISTING ~addy.cre~ ~override~
    ~brenna.cre~ ~override~
    ~caedmo.cre~ ~override~
    ~dillar.cre~ ~override~
    ~jonavi.cre~ ~override~
    ~kaella.cre~ ~override~
    ~karan1.cre~ ~override~
    ~parda1.cre~ ~override~
    ~slavfree.cre~ ~override~
    ~sorrel.cre~ ~override~
    WRITE_EVALUATED_ASCII 0x280 ~%SOURCE_RES%~ #18
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~ar0500.bcs~ ~override~
    DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~Exists("ike2")~ ~Exists("ike")~
    COMPILE_BAF_TO_BCS
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~ar0512.bcs~ ~override~
    DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~Firedrake\([1-7]\)A~ ~Firedrake\1~
    COMPILE_BAF_TO_BCS
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~digcut01.bcs~ ~override~
    DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~ActionOverride("Charleston",OpenDoor("Digdoor"))~ ~~
    COMPILE_BAF_TO_BCS
    BUT_ONLY_IF_IT_CHANGES
    Omitted the ogre fix, as it seems @Cuv is revamping that whole cutscene.
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    A few more:
    COPY_EXISTING 	~sugar.cre~ 	~override~
    ~ivanne.cre~ ~override~
    ~zombieb.cre~ ~override~
    WRITE_EVALUATED_ASCII 0x280 ~%SOURCE_RES%~ #18
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~skeletb.cre~ ~override~
    WRITE_EVALUATED_ASCII 0x280 ~skeletonb~
    BUT_ONLY_IF_IT_CHANGES
  • SethDavisSethDavis Member Posts: 1,812
    edited July 2012
    Adding these now

    [EDIT] Potentially fixed - @CamDawg 's and @Balquo 's fixes have been applied
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    confirmed fixed - with comments

    the scripting names are set for the listed creatures - i wonder what did this change alone (could break or fix things, but i got no reference)
    digcut01 - meh, leavearealuapanic's nice mos will never be seen (loadscreen art in charleston's cutscene)
    ch1cut02 - well, didn't find the line, but it wasn't even in the supplied scripts, guess it was cut
    ar0500 - ike2's scripting name is also ike, so this will probably work as intended


    confirmed not fixed - firedrake7 was not removed @CamDawg you wrote it is a 'bigger issue'. It will be an invalid object kinda rank D as players won't see it. Unless a failed object lookup will break the continue chain. In this case this could be a higher rank bug.
  • CamDawgCamDawg Member, Developer Posts: 3,438


    confirmed not fixed - firedrake7 was not removed @CamDawg you wrote it is a 'bigger issue'. It will be an invalid object kinda rank D as players won't see it. Unless a failed object lookup will break the continue chain. In this case this could be a higher rank bug.

    I just meant that if someone wanted to find and place a firedrake7 trigger, it'd be a bigger project. As it is it's a harmless bug.

  • TanthalasTanthalas Member Posts: 6,738
    @Bhryaen

    If you move this one to the public forum it'll need some selective deletions.
  • BhryaenBhryaen Member Posts: 2,874
    @Tanthalas
    Like what? Or did you make them already? There are only a few posts on the thread hehe
  • TanthalasTanthalas Member Posts: 6,738
    @Bhryaen
    I was thinking about removing the talk about Firedrake7
  • BhryaenBhryaen Member Posts: 2,874
    @Tanthalas
    You can snip them in the posts, but it's not like firedrake7 is some sort of secret BGEE CRE, is it? Isn't it from BG2?
  • TanthalasTanthalas Member Posts: 6,738
    I have no idea.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    It's probably a cut trap; leaving the reference is not going to harm anything.
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