Author Topic: Weather related Banters?  (Read 3106 times)

Offline Milkfed

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Weather related Banters?
« on: November 25, 2004, 02:55:58 PM »
  Please bear in mind that I have absolutely no idea about coding or the workings of the Infinity Engine.  Anyway, I was wondering if making weather related banters would  technically be possible (Such as characters saying certain things when there is rain or it is sunny in the game).  It seems to me that the weather effects in Baldur's Gate are purely cosmetic but I thought I'd ask some people in the know   :).

Offline jcompton

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Re: Weather related Banters?
« Reply #1 on: November 26, 2004, 04:18:08 PM »
I can't remember offhand if there's a trigger to detect the weather. It would be fairly trivial to CREATE a weather condition for a particular banter.
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Offline neriana

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Re: Weather related Banters?
« Reply #2 on: November 26, 2004, 04:58:10 PM »
I can't remember offhand if there's a trigger to detect the weather. It would be fairly trivial to CREATE a weather condition for a particular banter.
http://iesdp.gibberlings3.net/scripting/ids/bg2/weather.htm
IF ~Weather(RAIN/FOG/SNOW/NOWEATHER)~ should work.

Incidentally, I don't think I've ever seen fog in my game.
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Offline SimDing0™

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Re: Weather related Banters?
« Reply #3 on: November 26, 2004, 06:45:52 PM »
No, it won't work. Weather() isn't a trigger. You can only create the weather prior to initiating the dialogue.

Offline neriana

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Re: Weather related Banters?
« Reply #4 on: November 26, 2004, 07:25:10 PM »
So it would be

IF
Global("Mysnow","GLOBAL",0)
THEN
RESPONSE #100
Weather(SNOW)
SetGlobal("Mysnow","GLOBAL",1)
END

Then a timer attached to ("Mysnow","GLOBAL",1)?
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Offline SimDing0™

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Re: Weather related Banters?
« Reply #5 on: November 26, 2004, 07:28:51 PM »
Something like that. Except the Weather() action works like shit anyway. It's probably best used when first entering an area, so attached to an OnCreation() block.

 

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