Lightfoot8 wrote...
I do not have a lot of time for testing right now. But the first step would be to trace it down to either the engine or scripting.
The only way I can see to do that would be to try to recreate the Bug in a clean module...
Then See if you can recreate the problem. if you can it, chances are that it is an engine bug.
Sorry if I didn't make myself clearer. I wouldn't have posted this if I weren't already confident that the problem was in the base game, and not in my scripting. I've re-created it in a new module with two areas, a door transition between them, an OC henchman from the palette, a pregen PC that comes with the game, no haks or overrides, and no custom content of any kind whatever. It fails in exactly the manner I described above (including being cleared on loading a saved game). Here's the jump script for the record (on a placeable):
void main()
{
object oPC = GetLastUsedBy();
object oHench = GetHenchman(oPC);
object oLandWP = GetWaypointByTag("WP_Landing");
location lLand = GetLocation(oLandWP);
effect eFly = EffectDisappearAppear(lLand);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eFly,oPC,3.0);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eFly,oHench,3.0);
}
Modifié par AndarianTD, 16 décembre 2012 - 04:46 .