You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When Cody (the child in front of the Cat's Paw in New Reno) runs away and the Player leaves the map, Cody never returns to his default state.
What you expected to happen
When the player re-enters the map, Cody should return to his initial place and be open to more dialog.
Possible reason
Unfortunately I can't test this at the moment, but I suspect, that the reason for this behavior is in the "map_enter_p_proc" of Cody's script file "../scripts_src/newreno/nccody.ssl"
Currently it looks like this:
procedure map_enter_p_proc
proceduremap_enter_p_procbeginif (is_loading_game== false) thenbegincheck_set_obj_visiblility(self_obj, false);
if (map_first_run) thenbeginset_local_var(LVAR_Home_Tile, self_tile);
set_local_var(LVAR_Home_Rotation, self_cur_rot);
set_self_team(TEAM_NEW_RENO_CODY);
set_self_ai(AI_CHILD);
endelseif (cody_fingered_jules) thenbeginmove_cody_home;
if ((jules_warned== false) and (jules_dead== false)) thenbeginset_jules_killed_cody;
kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf));
endendelsemove_cody_home;
endend
And I suspect it should look more like this:
procedure map_enter_p_proc
proceduremap_enter_p_procbeginif (is_loading_game== false) thenbegincheck_set_obj_visiblility(self_obj, false);
if (map_first_run) thenbeginset_local_var(LVAR_Home_Tile, self_tile);
set_local_var(LVAR_Home_Rotation, self_cur_rot);
set_self_team(TEAM_NEW_RENO_CODY);
set_self_ai(AI_CHILD);
endelseif (cody_fingered_jules) thenbeginmove_cody_home;
if ((jules_warned== false) and (jules_dead== false)) thenbeginset_jules_killed_cody;
kill_critter(self_obj, random(ANIM_fall_back_blood_sf, ANIM_fall_front_blood_sf));
endendelsebeginmove_cody_home;
endendend
This bug is already mentioned in "The Nearly Ultimate Fallout 2 Guide" so it's probably also present in the unofficial patch.
Savegame
In this savegame Cody is perpetually running away: SLOT108.zip
The text was updated successfully, but these errors were encountered:
What happened
When Cody (the child in front of the Cat's Paw in New Reno) runs away and the Player leaves the map, Cody never returns to his default state.
What you expected to happen
When the player re-enters the map, Cody should return to his initial place and be open to more dialog.
Possible reason
Unfortunately I can't test this at the moment, but I suspect, that the reason for this behavior is in the "map_enter_p_proc" of Cody's script file "../scripts_src/newreno/nccody.ssl"
Currently it looks like this:
procedure map_enter_p_proc
And I suspect it should look more like this:
procedure map_enter_p_proc
This bug is already mentioned in "The Nearly Ultimate Fallout 2 Guide" so it's probably also present in the unofficial patch.
Savegame
In this savegame Cody is perpetually running away:
SLOT108.zip
The text was updated successfully, but these errors were encountered: