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Where are these coded, and how can they be changed?

 

(If you need specifics, in BG, the CRE BAT_IN uses bat_inside animation with no effects. This gets treated the same as the various bird animations, and does not hinder regular avatars. However, in BG2, this animation has the standard foot circle by default, and even with the No Collision Detection and No Foot Circle effects, still impedes other avatars.)

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Yeah, it's odd. The behavior of bat_inside changed from BG to BG2. I never checked if bat_outside did or not.

Yes, some hardcoded values changed between bg and bg2 (and iwd), this is why EE/GemRB unhardcoded these, so they can support both games.

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GemRB had no choice (we support all 7 engines), but BeamDog could have massaged the data. Either an oversight or they had good reasons for doing so. My guess would be someone cried when they gazed upon IE's animation code and decided to clean it up a bit.

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If we talk strictly about the bats, then yeah. In bg1 there is a bat cave where the bats are used only as scenery.

In bg2 the bats must remain targetable. EE supports externally defined anims for much the same reasons as GemRB: one engine for all.

And of course, both has the aim to support modders. Modders hate hardcoded stuff :D

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