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#582443 26/05/16 04:55 AM
Joined: Jun 2013
old hand
OP Offline
old hand
Joined: Jun 2013
So I've got the waypoint system working now, and my problem is that I need to disable certain waypoints based on the story.

But the Call "LockWaypoint" doesn't seem to be working.

I assume it does work since it's used in D:OS here:
Code
IF
CharacterEvent(CHARACTER_LUC_M_Leandra,"EndOfFight")
THEN
CharacterPlayEffect(CHARACTER_LUC_M_Leandra,"FX_GP_TeleportSmoke_A");
TimerLaunch("LUC_M_LeandraResurrect6",500);
TriggerCreatePuddle(TRIGGER_LUC_M_LavaSeed1,"Lava",8000,8000,20,40,0.1);
TriggerCreatePuddle(TRIGGER_LUC_M_LavaSeed2,"Lava",6000,6000,20,40,0.1);
TriggerCreatePuddle(TRIGGER_LUC_M_LavaSeed3,"Lava",5000,5000,20,40,0.1);
TriggerCreatePuddle(TRIGGER_LUC_M_LavaSeed4,"Lava",5000,5000,10,20,0.1);
TriggerCreatePuddle(TRIGGER_LUC_M_LavaSeed5,"Lava",5000,5000,10,20,0.1);
TriggerSetAtmosphere("2b37489f-2b08-4c19-b737-1aab885554fe","Mine_Fallingdust_CamFX");
QuestClose("LUC_M_CaveIn");
QuestClose("LUC_MineFuse");
QuestClose("LUC_M_RogueDK");
LockWaypoint("WAYP_Luculla_Mines");
LockWaypoint("WAYP_Luculla_Mines2");
ItemSetCanInteract(ITEM_WAYP_Luculla_Mines,0);
ItemSetCanInteract(ITEM_WAYP_Luculla_Mines2,0);


Even when I use LockWaypoint I'm still able to teleport to those waypoints via the homestead button

Any ideas? Missing something?

Joined: Jun 2013
old hand
OP Offline
old hand
Joined: Jun 2013
Still having problems with this, but I've narrowed down the behavior a bit.

So when you do LockWaypoint(""): The waypoint is still present on the rift travel list.

However, if you save your game and load it - the waypoint entry disappears. This is the only way I've found to make it work. Even a level transition will not do it.


This doesn't really help since you could theoretically play for hours without loading and still use the waypoints that are supposed to be locked.


Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
It's probably broken. We did not lock the waypoints in DOSEE, so it left unnoticed. I'm afraid chances that it will be fixed are very small.

Joined: Jun 2013
old hand
OP Offline
old hand
Joined: Jun 2013
Yeah I figured :P

I decided to just block out rift travel entirely until the player loads a save game.

IF
GlobalEventSet("TheEventThatLocksTheWP")
THEN
SetHomesteadKeyState(0);

IF
SavegameLoaded(_,_,_,_)
AND
DB_GlobalEvent("TheEventThatLocksTheWP")
THEN
SetHomesteadKeyState(1);


I think that's better than using a janky item for fast travel using dialog nodes.


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