It looks like the scripts in the previous map are still being processed while my party is already in the new area. I can follow the action in the message windows and it goes on and on until the battle is won (one way or another).
I'd like to stop this behaviour somehow, but I haven't found a way yet.
This is my teleport script, which is triggered via StartCutScene() in the baldur.bcs:
IF
True()
THEN RESPONSE #100
CutSceneId(Player1)
MoveViewObject(Player1, VERY_FAST)
SmallWait(10)
StorePartyLocations() // save current party location
CreateVisualEffectObject("ICRMPAR2", Player1)
CreateVisualEffectObject("ICRMPAR2", Player2)
CreateVisualEffectObject("ICRMPAR2", Player3)
CreateVisualEffectObject("ICRMPAR2", Player4)
CreateVisualEffectObject("ICRMPAR2", Player5)
CreateVisualEffectObject("ICRMPAR2", Player6)
SmallWait(5)
FadeToColor([30.0], 0)
SmallWait(30)
LeaveAreaLUAPanic("ARA704", "", [2166.324], 2)
LeaveAreaLUA("ARA704", "", [2166.324], 2)
ActionOverride(Player2, LeaveAreaLUA("ARA704", "", [2183.291], 2))
ActionOverride(Player3, LeaveAreaLUA("ARA704", "", [2201.257], 2))
ActionOverride(Player4, LeaveAreaLUA("ARA704", "", [2222.214], 2))
ActionOverride(Player5, LeaveAreaLUA("ARA704", "", [2175.195], 2))
ActionOverride(Player6, LeaveAreaLUA("ARA704", "", [2276.235], 2))
MultiPlayerSync()
Wait(1)
FadeFromColor([30.0],0)
SmallWait(30)
EraseJournalEntry(@400)
AddJournalEntry(@401, QUEST)
EndCutSceneMode()
END
The new map is a wilderness map which has the area type flags ["Outdoors", "Day/Night", "Weather", "Forest" and "Can Rest"] set.I have looked up the official Bioware scripts but found no clue so far. Any help is very much appreciated.
Edited by argent77, 02 February 2012 - 02:16 PM.












