lynx Posted November 22, 2017 Share Posted November 22, 2017 (edited) I am rechecking oddities I found during a play through and one of them were the wolfweres in old red's dungeon, just before you get to the area with the elemental well. I remember they were at the end of the corridor leading to it. LP footage confirms: https://youtu.be/6WaaFPDT8i0?t=4m13s Looking at the area (ar1202), there are no spawn points there, but there is an undetectable trap. However, even in an unmodded game, that trap runs spwngol.bcs, which gives you golems. That's what I saw ingame too. So two things are not clear to me: 1. Why are there wolfweres there? 2. Why are they there immediately, not via the usual trap triggering mechanism? They are not embedded in the area. Neither the area script nor baldur does anything special. The rest interrupts give you undead and they'd be nearby anyway. I am running the gog version, which is different from the video, however it seems unlikely they'd go changing something like this. WTF am I missing? Edited November 22, 2017 by lynx Quote Link to comment
argent77 Posted November 22, 2017 Share Posted November 22, 2017 (edited) There is another trap in the area which triggers SPWNWOLF.BCS (see screenshot). Edit: Note the trap's launch point. Edited November 22, 2017 by argent77 Quote Link to comment
lynx Posted November 22, 2017 Author Share Posted November 22, 2017 Of course, but that's elsewhere. Quote Link to comment
Roxanne Posted November 22, 2017 Share Posted November 22, 2017 (edited) I am rechecking oddities I found during a play through and one of them were the wolfweres in old red's dungeon, just before you get to the area with the elemental well. I remember they were at the end of the corridor leading to it. LP footage confirms: https://youtu.be/6WaaFPDT8i0?t=4m13s Looking at the area (ar1202), there are no spawn points there, but there is an undetectable trap. However, even in an unmodded game, that trap runs spwngol.bcs, which gives you golems. That's what I saw ingame too. So two things are not clear to me: 1. Why are there wolfweres there? 2. Why are they there immediately, not via the usual trap triggering mechanism? They are not embedded in the area. Neither the area script nor baldur does anything special. The rest interrupts give you undead and they'd be nearby anyway. I am running the gog version, which is different from the video, however it seems unlikely they'd go changing something like this. WTF am I missing? They are created by SPWNWOLF.bcs that is in the trap called Chapter 6 trap 6 (even it triggers always, not just in chapter 6) which you cross just prior opening the door near Samia. It spawns the wolves in the corridor south of Samia that leads to the deep well. It is the one Argent77 has marked CreateCreature("wolfgr01",[-1.-1],S) // Greater Wolfwere CreateCreature("wolfwe01",[-1.-1],S) // Wolfwere CreateCreature("wolfwe01",[-1.-1],S) // Wolfwere CreateCreature("wolfdr01",[-1.-1],S) // Dread Wolf CreateCreature("wolfdr01",[-1.-1],S) // Dread Wolf Even more depending on your level. It seems that this specific corridor situation makes them appear behind the doors and you do not see them spawn from where you step on the trigger. Edited November 22, 2017 by Roxanne Quote Link to comment
lynx Posted November 22, 2017 Author Share Posted November 22, 2017 But you see the point parameter isn't set to anything specific and the two locations are way too far apart for this just to somehow be a result of searchmap jumping. Argent is spot on in the sense that the launch point is what does it. And the golem one has it elsewhere too. Quote Link to comment
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