| daemon_n   
   
   Posts: 4366
 
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	| 25.08.2020 19:58 |  | 
	
		| V_Maiko   
   Posts: 610
 
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				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.)
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	| 25.08.2020 20:52 |  | 
	
		| Berserker   
   
   Posts: 16786
 
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	| 25.08.2020 21:33 |  | 
	
		| ElfbI   
   Posts: 325
 
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				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.)
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	| 25.08.2020 21:35 |  | 
	
		| Suft   
   Posts: 1220
 
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	| 29.08.2020 12:29 |  | 
	
		| daemon_n   
   
   Posts: 4366
 
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	| 29.08.2020 12:57 |  | 
	
		| Bes   
   Posts: 5453
 
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	| 29.08.2020 20:06 |  | 
	
		| V_Maiko   
   Posts: 610
 
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				Bes, the topic is outdated to the current ERA topic.
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	| 29.08.2020 20:29 |  | 
	
		| Guru105   
 Posts: 835
 
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				плагин на полупрозрачность, работает, но только он не дружит  с некоторыми режимами HD-мода.
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	| 29.08.2020 20:41 |  | 
	
		| Archer30   
   
   Posts: 1192
 
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				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.)
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	| 30.08.2020 17:55 |  | 
	
		| daemon_n   
   
   Posts: 4366
 
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	| 30.08.2020 18:05 |  | 
	
		| RoseKavalier   
   Posts: 118
 
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				 (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.)
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	| 30.08.2020 19:14 |  | 
	
		| Archer30   
   
   Posts: 1192
 
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	| 30.08.2020 19:33 |  | 
	
		| Berserker   
   
   Posts: 16786
 
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	| 31.08.2020 04:30 |  |