Item Bug: Alchemists Fire

Find a bug dealing with an area, transition, NPC, etc - post 'em here...
User avatar
Civious
Administrator
Administrator
Posts: 260
Joined: Wed Aug 26, 2009 1:16 am

Re: Item Bug: Alchemists Fire

Post by Civious » Mon Jun 28, 2010 1:31 am

I found the problem. The specific script for alchemist fire has been overwritten, most likely from some script package we imported. I removed the custom version and it works again.

Bane, any idea where the "x0_s3_" scripts came from? These overwrite the default grenade scripts. I will delete them if not needed and they will revert back to the originals.

User avatar
Bane
Administrator
Administrator
Posts: 1012
Joined: Tue Aug 25, 2009 5:55 pm
Location: Palm Tree, Hawaii
Contact:

Re: Item Bug: Alchemists Fire

Post by Bane » Mon Jun 28, 2010 4:47 pm

Is it related to HCR2 Onspellhook event?

At the top of the spell hook should be this

Code: Select all

#include "x2_inc_switchs"
Life's journey is not to arrive at the grave safely in a well preserved body, but rather skid in sideways, totally worn out, shouting "Holy shit...what a ride!"

User avatar
Civious
Administrator
Administrator
Posts: 260
Joined: Wed Aug 26, 2009 1:16 am

Re: Item Bug: Alchemists Fire

Post by Civious » Mon Jun 28, 2010 11:22 pm

No, at first I thought it might be, but I removed the spellhook event and it was still buggy. Then I found the grenade scripts, removed them so it would revert back to Bioware's version and it worked fine.

For 207 I will remove them, I have backups just in case.

Post Reply