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patch 2.5 changes


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#1 K4thos

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Posted 22 July 2018 - 01:09 PM

0x0070 Clicked(O:Object*)
Only for trigger regions. Returns true if the specified object clicked on the trigger region running this script.

 

 

The description should be changed for EE patch 2.5 games. The trigger now also works for doors: https://support.bald...om/issues/31822


Edited by K4thos, 11 August 2018 - 05:30 PM.


#2 K4thos

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Posted 08 August 2018 - 03:32 PM

Some more details regarding triggers that works in door scripts (tested on BG2:EE patch 2.5)

1. ClickedUnlockedOpenState - all works as expected.

IESDP mentions that Clicked works only for trigger regions and Unlocked "Appears to be broken" which is not true. Worth mentioning that successful door bashing also triggers Unlocked.

 

2. Detected - works on trapped doors

IESDP mentions that it works only for trap scripts which is a bit confusing when we can detect it from Door script as well.

 

3. SecretDoorDetected - works as described on IESDP

 

4. OpenedClosed - works only if door "Is Trapped = Yes" (only one time detection depending on the open state if "Reset Traps" flag is not set) 

Setting "Reset Traps" flag makes these triggers work all the time.

If you don't set "Detectable trap" flag then there are no drawbacks in "trapping" the door in order to use these triggers.

IESDP doesn't mention that these triggers are dependent on trap flags.

 

5. Disarmed - works on successful door trap disarming

IESDP doesn't mention door scripts.

 

--------------

 

Following triggers don't work with Door scripts (or at least I don't know how to use them correctly):

Reset, TrapTriggered, Entered, IsOverMe, WalkedToTrigger


Edited by K4thos, 09 August 2018 - 02:21 AM.


#3 K4thos

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Posted 11 August 2018 - 05:32 PM

#262 (0x106) Stat: Visual Range
The Visual Range parameter seems to be in the 0-15 interval. 

 

The cap is not present in EE patch 2.5. Tested with See() trigger and visual range set to 100 with this opcode.


Edited by K4thos, 11 August 2018 - 05:34 PM.


#4 K4thos

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Posted 11 August 2018 - 06:13 PM

0x4018 Range(O:Object*,I:Range*)
Returns true only if the specified object is within distance given (in feet) of the active CRE. Range seems limited to the default visual range (30), and does not bypass objects. Range is affected by foot circle size (e.g. the minimum range for a huge foot circle creature (Dragon) is 8). Melee range is 4.

 

 

Bolded part is not true anymore. Tested with Range 100 - works fine. And unlike See and LOS, Range actually ignores all obstacles (walls etc.).



#5 kjeron

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Posted 11 August 2018 - 08:52 PM

#262 (0x106) Stat: Visual Range
The Visual Range parameter seems to be in the 0-15 interval. 


The cap is not present in EE patch 2.5. Tested with See() trigger and visual range set to 100 with this opcode.

There is still a limit applied to fog of war exposure by this opcode (0-23).



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