daemon_n
Posts: 4343
|
|
25.08.2020 19:58 |
|
V_Maiko
Posts: 610
|
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).
(This post was last modified: 25.08.2020 21:00 by V_Maiko.)
|
|
25.08.2020 20:52 |
|
Berserker
Posts: 16657
|
|
25.08.2020 21:33 |
|
ElfbI
Posts: 325
|
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/
The dreams you kill will break your heart
(This post was last modified: 25.08.2020 21:35 by ElfbI.)
|
|
25.08.2020 21:35 |
|
Suft
Posts: 1095
|
Здравствуйте а возможна ли поддержка прозрачности в игре?
ERA HD Edition 0.7.3: ENG-RU
Сooperative no bugs: Yandex / Google
|
|
29.08.2020 12:29 |
|
daemon_n
Posts: 4343
|
|
29.08.2020 12:57 |
|
Bes
Posts: 5422
|
|
29.08.2020 20:06 |
|
V_Maiko
Posts: 610
|
Bes, the topic is outdated to the current ERA topic.
|
|
29.08.2020 20:29 |
|
wessonsm
Posts: 792
|
плагин на полупрозрачность, работает, но только он не дружит с некоторыми режимами HD-мода.
|
|
29.08.2020 20:41 |
|
Archer30
Posts: 1175
|
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:
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 30.08.2020 18:20 by Archer30.)
|
|
30.08.2020 17:55 |
|
daemon_n
Posts: 4343
|
|
30.08.2020 18:05 |
|
RoseKavalier
Posts: 118
|
(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.
(This post was last modified: 30.08.2020 19:18 by RoseKavalier.)
|
|
30.08.2020 19:14 |
|
Archer30
Posts: 1175
|
|
30.08.2020 19:33 |
|
Berserker
Posts: 16657
|
|
31.08.2020 04:30 |
|