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daemon_n Offline
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Posts: 4343
Post: #1516

V_Maiko, i-var is local, so you can't set as check in new trigger


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25.08.2020 19:58
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V_Maiko Offline

Posts: 610
Post: #1517

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
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Berserker Offline
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Posts: 16657
Post: #1518

V_Maiko, I didn't check, but


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25.08.2020 21:33
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ElfbI Offline

Posts: 325
Post: #1519

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/


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(This post was last modified: 25.08.2020 21:35 by ElfbI.)
25.08.2020 21:35
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Suft Offline

Posts: 1095
Post: #1520

Здравствуйте а возможна ли поддержка прозрачности в игре?


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29.08.2020 12:29
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daemon_n Offline
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Post: #1521

suftfree, где именно и прозрачность чего?
По умолчанию прозрачность это cyan,


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29.08.2020 12:57
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XEPOMAHT Offline
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Posts: 2356
Post: #1522

(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).
29.08.2020 12:57
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Bes Offline

Posts: 5422
Post: #1523

suftfree, почитай с конца тему "Полупрозрачность в героях"
Если что, там и дальше по теме прозрачности спрашивай 141
29.08.2020 20:06
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V_Maiko Offline

Posts: 610
Post: #1524

Bes, the topic is outdated to the current ERA topic.
29.08.2020 20:29
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wessonsm Offline

Posts: 792
Post: #1525

плагин на полупрозрачность, работает, но только он не дружит с некоторыми режимами HD-мода.
29.08.2020 20:41
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Archer30 Offline
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Posts: 1175
Post: #1526

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:


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(This post was last modified: 30.08.2020 18:20 by Archer30.)
30.08.2020 17:55
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daemon_n Offline
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Posts: 4343
Post: #1527

Archer30, you can check type and subtype of objects


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30.08.2020 18:05
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RoseKavalier Offline

Posts: 118
Post: #1528

(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
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Archer30 Offline
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Posts: 1175
Post: #1529

Thanks daemon and Rosekavalier! I would pass these to him.


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30.08.2020 19:33
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Berserker Offline
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Posts: 16657
Post: #1530

RoseKavalier, I think something like MapItem->DefName was required.


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31.08.2020 04:30
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