daemon_n 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 25.08.2020 19:58 | 
	
		
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		V_Maiko 
 
 
		
		
		
			
			
			
 
 
			
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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 | 
	
		
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		Berserker 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 25.08.2020 21:33 | 
	
		
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		ElfbI 
 
 
		
		
		
			
			
			
 
 
			
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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 | 
	
		
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		Suft 
 
 
		
		
		
			
			
			
 
 
			
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	| 29.08.2020 12:29 | 
	
		
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		daemon_n 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 29.08.2020 12:57 | 
	
		
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		Bes 
 
 
		
		
		
			
			
			
 
 
			
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	| 29.08.2020 20:06 | 
	
		
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		V_Maiko 
 
 
		
		
		
			
			
			
 
 
			
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				Bes, the topic is outdated to the current ERA topic.
			 
			
			
			
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	| 29.08.2020 20:29 | 
	
		
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		Guru105 
 
 
		
		
		
			
			
			 
			
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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 | 
	
		
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		Archer30 
 
 
		
		
		
			
			
 
 
			
 
 
			
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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 | 
	
		
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		daemon_n 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 30.08.2020 18:05 | 
	
		
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		RoseKavalier 
 
 
		
		
		
			
			
			
 
 
			
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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 | 
	
		
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		Archer30 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 30.08.2020 19:33 | 
	
		
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		Berserker 
 
 
		
		
		
			
			
 
 
			
 
 
			
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	| 31.08.2020 04:30 | 
	
		
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