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V_Maiko, i-var is local, so you can't set as check in new trigger
And what variable can I use so that this does not happen? Silencing a sound is of no use to me if all other objects that have that sound are also silenced. Mystery.wav is a sound that also has visitable objects by default (type 63) and my reason for silencing them is that, and then putting a custom sound (see the case of Creature Banks scripts by PerryR).
V_Maiko, I didn't check, but
V_Maiko, you can use v vars as global. But keep in mind that your global vars must be with unic numbers. You can search inside your .erm files with Total Commander text search engine/
Здравствуйте а возможна ли поддержка прозрачности в игре?
suftfree, где именно и прозрачность чего?
По умолчанию прозрачность это cyan,
(29.08.2020 12:29)suftfree Wrote: [ -> ]возможна ли поддержка прозрачности в игре?

Только плагином alpha.dll. Но работает не у всех (например у меня он в игре ничего не отображает).
suftfree, почитай с конца тему "Полупрозрачность в героях"
Если что, там и дальше по теме прозрачности спрашивай 141
Bes, the topic is outdated to the current ERA topic.
плагин на полупрозрачность, работает, но только он не дружит с некоторыми режимами HD-мода.
A question from Hawaiing (a mod maker capable with ERM/C++ programming):

Is there away to check what specific def been loaded for an object on the map?

He asked this question since he's making an alternative obelisk function:
Each obelisk now provides a full puzzle map for a small amount of reward.

As he has no idea how to check def, the list of obelisk found is a bit dull:
Archer30, you can check type and subtype of objects
(30.08.2020 17:55)Archer30 Wrote: [ -> ]A question from Hawaiing (a mod maker capable with ERM/C++ programming):

Is there away to check what specific def been loaded for an object on the map?

He asked this question since he's making an alternative obelisk function:
Each obelisk now provides a full puzzle map for a small amount of reward.

As he has no idea how to check def, the list of obelisk found is a bit dull:

Code:
    P_ResourceManager rm;
    auto it = rm->Find("whatever obelisk def name is");
    if (it != rm->end())
    {
        // found, there may be more than 1 reference so this might not be enough
        rm->RemoveItem(it);
    }
    else
    {
        // not found
    }

Otherwise just use the different obelisk names, they can simply be added during dialog creation.
Thanks daemon and Rosekavalier! I would pass these to him.
RoseKavalier, I think something like MapItem->DefName was required.
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