Scripting Help
GeorgeBaker
Member Posts: 10
in BGII:EE Mods
The Idea is to move to the map, and get rid of draconis.
IF
TRIGGER()
THEN
RESPONSE #100
StartCutSceneMode()
ClearAllActions()
FadeToColor([20.0],5)
ActionOverride(Player1,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player2,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player3,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player4,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player5,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
FadeFromColor([20.0],5)
ActionOverride("BAZDRA01",DestroySelf())
Deactivate("BAZDRA01")
EndCutSceneMode()
END
It doesn't seem to work, unless there's another trigger activated afterwords that isn't in the cut scene script.
i'm still new to this so any help would be appreciated.
IF
TRIGGER()
THEN
RESPONSE #100
StartCutSceneMode()
ClearAllActions()
FadeToColor([20.0],5)
ActionOverride(Player1,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player2,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player3,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player4,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player5,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
FadeFromColor([20.0],5)
ActionOverride("BAZDRA01",DestroySelf())
Deactivate("BAZDRA01")
EndCutSceneMode()
END
It doesn't seem to work, unless there's another trigger activated afterwords that isn't in the cut scene script.
i'm still new to this so any help would be appreciated.
0
Comments
This is taken from Mazzy's mazzyj.dlg file State 117:
StartCutSceneMode()
StartCutScene("Cut40c")
This is taken from BCS file Cut40c.bcs
IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
FadeToColor([20.0],0)
Wait(1)
LeaveAreaLUAPanic("AR2002","",[424.366],NNW)
LeaveAreaLUA("AR2002","",[424.366],NNW)
ActionOverride(Player2,LeaveAreaLUA("AR2002","",[380.393],S))
ActionOverride(Player3,LeaveAreaLUA("AR2002","",[342.420],S))
ActionOverride(Player4,LeaveAreaLUA("AR2002","",[457.403],S))
ActionOverride(Player5,LeaveAreaLUA("AR2002","",[413.435],S))
ActionOverride(Player6,LeaveAreaLUA("AR2002","",[375.460],S))
MultiPlayerSync()
Wait(1)
FadeFromColor([20.0],0)
Wait(1)
ActionOverride("Vara",StartDialogueNoSet(Player1))
END
Which is similar to your moving to an area. Your coordinates for where the six players are going have to be different and not the same. Otherwise they'll be placed on top of each other and probably crash the game.
The top two is for "player1"
LeaveAreaLUAPanic("AR2002","",[424.366],NNW)
LeaveAreaLUA("AR2002","",[424.366],NNW)
and their coordinates have to be the same.
the real problem i'm having is getting rid of draconis. i've tried removing the spawn point, deactivating him and even override destroy self, for some reason he's still there.
unless the action is done out side of a cut scene mode.
Area script would look like this.
Do an extend_top ar6000
IF
Global("SomeTriggerToDeactivate","GLOBAL",1)
Global("DeactivateDraconis","AR6000",0)
THEN
RESPONSE #100
Deactivate("BAZDRA01")
SetGlobal("DeactivateDraconis","AR6000",1)
END
This is the actual Script, close to anyway.
IF
// TRIGGER()
THEN
RESPONSE #100
StartCutSceneMode()
ClearAllActions()
CutSceneId(Myself)
StartRainNow()
MoveViewObject(Myself,VERY_FAST)
PlaySong(74)
Wait(3)
SpellNoDec(Myself,CLERIC_KNOW_ALIGNMENT)
FadeToColor([20.0],5)
LeaveAreaLUAPanic("AR6000","",[2000.2000],S)
LeaveAreaLUA("AR6000","",[2000.2000],S)
ActionOverride(Player1,LeaveAreaLUA("AR6000","",[2070.2070],E))
ActionOverride(Player2,LeaveAreaLUA("AR6000","",[2060.2060],E))
ActionOverride(Player3,LeaveAreaLUA("AR6000","",[2050.2050],E))
ActionOverride(Player4,LeaveAreaLUA("AR6000","",[2040.2040],E))
ActionOverride(Player5,LeaveAreaLUA("AR6000","",[2030.2030],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2020.2020],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2010.2010],E))
FadeFromColor([20.0],5)
Deactivate("bazdra01")
EndCutSceneMode()
END
Which all works but Draconis is still active on the map. BUT!! if i use the script below, after the cutscene has ended, he disappears.
I've tested this before clearing Fog of war, and after activating his dialog by walking close enough to see him. Before or after the script below removes him. Do you know why it won't work within the cut scene?
IF
HotKey(F)
THEN
RESPONSE #100
ClearAllActions()
Deactivate("bazdra01")
END
So far the script works 100%. but removing draconis only seems to work if i add the second part and use it outside of cutscene mode. i can find a work around for that but it would be much better if there was a cleaner way to script it and without having to mod the game as it would not work for other players in multiplayer.