Problem with finishing X18, what file has to be changed?? -1 reply

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Luke_the_Wolf

Slightly cooler than a n00b

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26th January 2008

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#1 10 years ago

Hi! I have a little problem here with finishing X18. When I enter the last room, where this flying thing has to be killed, the door closes behind me, but it doesnt unlock when I kill the thing and I dont see the movie sequence!

I have to say that I play with OL 2.11, but I replaced the all.spawn with another one because I dont like the changes made there. But when I replace the all.spawn again, the problem is still the same. So I'd like to know what file I have to change or delete from OL that everything is like in Vanilla again. So that the sequence comes when the thing is killed.




Supernatur4L

Resident Stalker

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23rd July 2008

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#2 10 years ago

Luke_the_Wolf;4500332Hi! I have a little problem here with finishing X18. When I enter the last room, where this flying thing has to be killed, the door closes behind me, but it doesnt unlock when I kill the thing and I dont see the movie sequence!

I have to say that I play with OL 2.11, but I replaced the all.spawn with another one because I dont like the changes made there. But when I replace the all.spawn again, the problem is still the same. So I'd like to know what file I have to change or delete from OL that everything is like in Vanilla again. So that the sequence comes when the thing is killed.

Um you may also need to pick up the documents on the upper level but i remember that yea you definitely should have passed out when you kill the fire thing.




NatVac

of the ZRP

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10th August 2008

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#3 10 years ago

Changing the all.spawn won't make a difference if you don't start a new game. That's the only time the all.spawn file is loaded, and all its data is stored in savegames from that point on.

I think the OL version of the all.spawn has the Burer (boss dwarf) and not the pyrogeist, so it is looking for the Burer to die before the door is opened.[COLOR=black]

Your best bet is starting over. There will be a lot of places where the creatures are different, and without the OL binary file you won't have the level changers for the free play stuff.

To just get past the pyrogeist, use the vanilla code, or the code corresponding to the all.spawn version you are using. I think CheckMonster() in [/COLOR]scripts\gulag_labx18.script should check for poltergeist instead of whatever is checked there.

Vanilla has this for the pyrogeist: if gulag_type == "dar_com_center_poltergeist" then return npc_community == "poltergeist" end




Luke_the_Wolf

Slightly cooler than a n00b

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26th January 2008

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#4 10 years ago

Ah, now I understand! Thanks a lot for the fast answer! I'll change this skript file then. Hope it will work!

Until now I had no problems with OL while using another all.spawn. OL is very good work, but I think GSC had their reason for leaving cats, zombies and the other monsters out. I once tried to play with OL, but I didn't like where they placed the anomalys f.e. And like I said, most of the reimplemented monsters don't fit in the game. But thats just my opinion.