bcnm.lua fix

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demolish
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bcnm.lua fix

Post by demolish » Mon Oct 14, 2013 6:54 am

Got it this time, I swear!
Tested out a bunch of BCNMs and all display the correct cutscenes now.
Still not sure why Balga's Dais is buggy as hell (always has been) ;_;
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bcnm_test.lua.patch
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Last edited by demolish on Tue Oct 15, 2013 6:06 am, edited 3 times in total.
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

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kjLotus
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Re: bcnm.lua fix

Post by kjLotus » Mon Oct 14, 2013 1:02 pm

Xx_DeMoLiSH wrote:Image

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demolish
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Re: bcnm.lua fix

Post by demolish » Tue Oct 15, 2013 6:04 am

Updated main post!
Correct cutscenes now display.
Time to find out why Balga's Dais is stuck on what seems to be an infinite loop on player:startEvent() for party members!
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

Apocalypse612
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Re: bcnm.lua fix

Post by Apocalypse612 » Tue Oct 15, 2013 11:32 am

commited r4069

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