[Not an Issue] HotKey trigger doesn't work in BALDUR.BCS / BALDUR25.BCS
swit
Member, Translator (NDA) Posts: 495
How to reproduce:
1. Add following code into BALDUR.BCS and BALDUR25.BCS:
IF
HotKey(F)
THEN
RESPONSE #100
DisplayStringHead(Player1,1) // No, I'm sorry, none of them sound familiar.
END
2. Start new ToB game choosing any character.
3. Press F key.
What it does in BG:EE and BG2:EE - nothing shows up in game.
How it should behave - string should show up just like in vanilla engine.
I've tested it in scripts attached to party member - there it works. But HotKey trigger is broken when used in global scripts. There is still a workaround that can be used (DPLAYER3.BCS), but it doesn't work when AI is off and this is still regression compared to vanilla game. I've tried adding NextTriggerObject(Player1), but it doesn't fix it either.
1. Add following code into BALDUR.BCS and BALDUR25.BCS:
IF
HotKey(F)
THEN
RESPONSE #100
DisplayStringHead(Player1,1) // No, I'm sorry, none of them sound familiar.
END
2. Start new ToB game choosing any character.
3. Press F key.
What it does in BG:EE and BG2:EE - nothing shows up in game.
How it should behave - string should show up just like in vanilla engine.
I've tested it in scripts attached to party member - there it works. But HotKey trigger is broken when used in global scripts. There is still a workaround that can be used (DPLAYER3.BCS), but it doesn't work when AI is off and this is still regression compared to vanilla game. I've tried adding NextTriggerObject(Player1), but it doesn't fix it either.
Post edited by Gate70 on
0
This discussion has been closed.
Comments
Status trigger ids start with 0x4.
I forgot to add, vanilla works the same way.