[(BG1\2) BUG] nthNearestEnemyOfType objects (51-59) not working properly. (0813)
AndreaColombo
Member Posts: 5,533
Originally posted by devSin in this thread. Since devSin won't beta test BG:EE, I thought I'd report his request here and atomize it for the devs' convenience.
CURRENT BEHAVIOR:
The nthNearestEnemyOfType objects (51-59) all return the nearest matching object.
EXPECTED BEHAVIOR:
They should correctly return the nth-nearest matching enemy of the caller.
CURRENT BEHAVIOR:
The nthNearestEnemyOfType objects (51-59) all return the nearest matching object.
EXPECTED BEHAVIOR:
They should correctly return the nth-nearest matching enemy of the caller.
Post edited by Bhryaen on
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Comments
51 SecondNearestEnemyOfType
52 ThirdNearestEnemyOfType
53 FourthNearestEnemyOfType
54 FifthNearestEnemyOfType
55 SixthNearestEnemyOfType
56 SeventhNearestEnemyOfType
57 EigthNearestEnemyOfType
58 NinthNearestEnemyOfType
59 TenthNearestEnemyOfType
all return the
50 NearestEnemyOfType
edited to EnemyOfType, since I can't read.
devSin says *EnemyOfType and you say *EnemyOf, which is it? I have never noticed any problems with *EnemyOf (and I certainly hope they are functional, as both SCS/SCSII and aTweaks make extensive use of them), but then, I can't say I have ever specifically tested this aspect of the objects.
@Wisp it appears to be just the nthNearestEnemyOfType with the problems so far as I can tell
Edit: @AndreaColombo also posted this which is similar and with minor changes you can use this script to test that also. http://forum.baldursgate.com/discussion/1674/bg12-bug-nthnearestmygroupoftype-objects-61-69-not-working-properly#latest
Ok, PC's and Allies will now check for enemy while Enemies will check in reverse. Are there any Neutral battle scripts that would complicate this?
I tried to get the screenshot as the headstrings displayed... but they were correct.
Confirmed Fixed!!!! Huzzah!
@Tanthalas You can use something like this for the other NTH objects... but I suspect they are also fixed. @cmorgan, @jcompton or @camdawg - What is the WeiDU COMPILE command for a BS? I just used BCS and then manually changed the extension after it compiled. I needed the test strings.
Do you think this lingering problem mentioned by Avenger_teambg
If there are not enough enemies, it will be the last possible one.
Means this is still broken?
EDIT: Because then I'll move this to Confirmed not fixed.
@Avenger_teambg I don't think anyone ever used this function as it never worked even close to this good in vanilla BG1 or BG2. It's certainly useable now though... and I can't wait to make use of it. If the Ninth nearest cant be fixed.... then we can adapt and just put that in as the default last possible.
There is nothing for compiling straight into BS, since BS is identical to BCS save for the extension. If you are concerned about leaving a BCS in the override, you can use MOVE. You can also juggle it in memory as an inlined file, but that may be more bother than it is worth.