berelinde Posted January 24, 2011 Share Posted January 24, 2011 (edited) Discussion started from Aran Whitehand development - Synopsis: AreaCheck() does not cover mod added areas without specific addition AreaType() does not cover mod added areas without specific addition AreaType(CITY) was intended to cover city outdoor areas Looking for a way of getting all areas, vanilla and modded, to be able to be checked for being in a city and an inn, so that the appropriate movie can be triggered and content can be tailored and still make sense Suggestions so far: Worse: Research and create mass "MYAREA" script extensions for all such areas Better: Create and identify new AreaType()s and set them up as community resources [-cmorgan AreaType() checks fail. Keep that in mind. You will need a more robust check than AreaType(CITY) to determine where the party is sleeping and cue the appropriate cutscene. You may need to do an extensive OR() block area check for this. Just saying. I've got the code up elsewhere and can post it here if you need it. Edited November 19, 2011 by cmorgan Quote Link to comment
cmorgan Posted January 24, 2011 Share Posted January 24, 2011 Yep - I need to raid everyone's "things I learned the hard way' and create a checklist I'd love the code, if you could - I have a number of PID things that rely on AreaType(). I do remember that putting an AreaType() at the beginning of the evaluation caused disaster back in bg1npc testing. Quote Link to comment
the bigg Posted January 24, 2011 Share Posted January 24, 2011 A list of AreaCheck() wouldn't match against custom areas; perhaps you can ask Ascension to make AreaType() work, and use EVALUATE_BUFFER to compile AreaType() if ToBEx is installed and AreaCheck() if it isn't? Quote Link to comment
Ardanis Posted January 24, 2011 Share Posted January 24, 2011 Did I miss something crucial, or AreaType() works? Every romance checks for !AreaType(DUNGEON), etc. Quote Link to comment
Kaeloree Posted January 24, 2011 Share Posted January 24, 2011 I must admit, I've never had a situation where it hasn't worked. I would think that the problem would be more that it doesn't check for mod added areas? Quote Link to comment
cmorgan Posted January 24, 2011 Share Posted January 24, 2011 (edited) I didn't know that they fail, but the mod-added areas not correctly flagged is a point, and I think the remembered problem with AreaType() was that if you *start* an evaluation seqiuence with it in Tutu it crashed. Hold on, let me google the workroom... heh. Still looking, but I may have mis-remembered - here is the upshot of most of the conversation, as reported to igi by Jastey for the IESDP: http://forums.gibberlings3.net/index.php?s...amp;hl=AreaType so dead NPC with AreaType() on all i.e. games causes troubles. Solution for this one, #1 - incorporate other triggers that check for alive-ness first, #2 or only put them in scripts where the actor has to be alive to run them... second interesting thing - without Fixpack, some oddities on what is and isn't flagged correctly for Resting movies animations, is that what we are talking baout? http://forums.gibberlings3.net/index.php?s...ost&p=67578 Berelinde, any clarification on the AreaType problem? Edited January 24, 2011 by cmorgan Quote Link to comment
cmorgan Posted January 25, 2011 Share Posted January 25, 2011 (edited) ...aaand the AreaType() crashes are in BG1NPC workrooms; from CamDawg: In all honesty, I think it may be that an AreaCheck may automatically fail for a dead character. Try a re-ordering of the triggers and see if you get the same crashes. For example, that second block from cmorgan would be IF !StateCheck(Myself,CD_STATE_NOTVALID) %BGT_VAR% AreaType(FOREST) InParty("%IMOEN_DV%") InParty(Myself) CombatCounter(0) !See([ENEMY]) See("%IMOEN_DV%") !StateCheck("%IMOEN_DV%",CD_STATE_NOTVALID) RealGlobalTimerExpired("X#DreamTalk","GLOBAL") Global("X#XZIM1","GLOBAL",2) THEN RESPONSE #100 IncrementGlobal("X#XZIM1","GLOBAL",1) RealSetGlobalTimer("Xz1BackUpTimer","GLOBAL",18) RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) StartDialogueNoSet("%IMOEN_DV%") END This may not apply to regular BG2, as we just decided to be safe rather than sorry and move all the AreaType() checks further down the condition list. Edited January 25, 2011 by cmorgan Quote Link to comment
berelinde Posted January 25, 2011 Author Share Posted January 25, 2011 Sorry for posting only half an explanation. The problem that I was having was that areas are flagged inconsistently. Inns are not necessarily flagged as CITY, etc. I wanted to use AreaType(CITY) instead of an OR() AreaCheck() block because I wanted the flexibility of including mod-added inns, but half the time, the wrong cutscene would cue and the NPC would take the PC out for a walk in the woods in the middle of Athkatla. Quote Link to comment
Kaeloree Posted January 25, 2011 Share Posted January 25, 2011 Ahh, that makes sense. Wouldn't this be something the fixpack would fix? Otherwise, surely it wouldn't be too difficult to fix those incorrectly flagged areas. Quote Link to comment
the bigg Posted January 25, 2011 Share Posted January 25, 2011 How could the Fixpack fix incorrectly flagged mod areas? Quote Link to comment
CamDawg Posted January 26, 2011 Share Posted January 26, 2011 How could the Fixpack fix incorrectly flagged mod areas? Mmmmmmmmmmmmmmmagic! Quote Link to comment
Kaeloree Posted January 26, 2011 Share Posted January 26, 2011 Ahh, I didn't realise she was talking solely about mod-added areas. Okay, yeah, that may be a little more magical. But-but, I thought Cam was like Santa Claus... Quote Link to comment
CamDawg Posted January 26, 2011 Share Posted January 26, 2011 But-but, I thought Cam was like Santa Claus... It's not terribly inaccurate since most of my mods are lumps of coal... Quote Link to comment
berelinde Posted January 26, 2011 Author Share Posted January 26, 2011 I wasn't talking about mod-added areas. I was talking about regular inns. Maybe it's because my testers were using a "rest anywhere" component of Tweaks, but inns like the Mithrest Inn are not flagged as city. Quote Link to comment
the bigg Posted January 26, 2011 Share Posted January 26, 2011 (edited) Appears to be a BG2 bug that the Fixpack isn't fixing. Edited January 26, 2011 by the bigg Quote Link to comment
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