#18113 AR4100 and AR5400 script blocks should have proper boundaries
Erg
Member Posts: 1,756
This bug affects modders using, for example, EXTEND_BOTTOM to append code to AR5400.BCS or AR4100.BCS, but could also potentially affect new official content modifying those area scripts.
Current Behaviour: additional code added at the bottom of AR5400.BCS or AR4100.BCS is not executed.
Replacing the following code (there are 2 instances for each script, for a total of 4 instances)
Current Behaviour: additional code added at the bottom of AR5400.BCS or AR4100.BCS is not executed.
Replacing the following code (there are 2 instances for each script, for a total of 4 instances)
THENwith
RESPONSE #100
TriggerActivation(something)
END
THENfix the issue.
RESPONSE #100
TriggerActivation(something)
Continue()
END
Post edited by AlexT on
1
Comments
For modding-related issues we'll need some way to see what the physical effects are in-game when those mods are applied.
The mods only show that for AR5400, but it would be the same for area AR4100.
The first mod adds code at the bottom of AR5400.BCS that should display the string "done" over the head of the main character as soon as he enters area AR5400.
The second mod adds both the additional code and the missing Continue() commands.
Repro steps for the first mod:
1) install the mod TestBug1
2) start a new game with the Abdel pregen
3) C:MoveToArea("AR5400")
4) the string "done" will not be displayed because the additional code is not executed
Repro steps for the second mod:
1) install the mod TestBug2
2) start a new game with the Abdel pregen
3) C:MoveToArea("AR5400")
4) the string "done" will be displayed as expected
Edit: actually the string "done" can't be seen over the head of the main character, because MoveToArea places him in the upper left corner of the map, but that's not a problem as the string should also be visible in the dialogue window.
I will replace Continue() with do_once variables as temporary fix in one of my mods, until the issue is officially addressed.
A continuously triggering area script block SLOOOOWS the game down.
We should absolutely treat these cases, and not specifically because of mods, but because the official content is crippled as well.
Any continuously firing scripts should be treated as lag causing bugs (B or C depending on severity).
I've only found out about this, because it breaks the spawning script in EasyTutu, but the slowdown is not noticeable, at least on my machine, and the previous one, and the one before that, etc... As I said 15+ years
But, I guess you have to deal with iPads and phones too now, so, I don't know, maybe there the slowdown becomes noticeable.