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4.8 (8 ratings)
13 years ago
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Here is an image.
I just don't understand what the difference is between SingleMonsterNameFileRef and
MultipleMonstersNameFileRef.
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In reply to HAndOS
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13 years ago
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revived
Here's the image.
I just don't understand what the difference is between SingleMonsterNameFileRef and MultipleMonstersNameFileRef.
Yes, it works. The difference is probably the same as in the script: the first option works for a single monster, and the second - for an army.
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In reply to Победитель
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13 years ago
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How does the SetObjectFlashlight command work?
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13 years ago
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Attaches a light source to an object on the map. It should start glowing, I guess. But I'm just applying the effect to the cell containing the object.

Whatever
13 years ago
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Because overloading a map with unnecessary scripts is not a good idea.
In reply to Heroist
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13 years ago
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Heroist
Attaches a light source to an object on the map. It should start glowing. But I just apply the effect to the cell with the object.
I need to somehow make a programmatically placed object glow, as if it had point lights added to it.
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13 years ago
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I used a script like this. But for some reason, it's been deleted from my files now.
doll = '/Effects/_(Effect)/Artefacts/General/Blue.xdb#xpointer(/Effect)'

SetObjectFlashlight ('dolmen', doll)

Open the data folder – follow the path indicated above, and you can choose a suitable effect there. Regarding this function: I'm not sure if it will work, but essentially ("grammatically") it does the right thing.

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13 years ago
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Heroist
I used a script like this. But for some reason, it's been deleted from my files.
doll =  '/Effects/_(Effect)/Artefacts/General/Blue.xdb#xpointer(/Effect)'

SetObjectFlashlight ('dolmen' , doll)

Open the data folder - follow the path indicated above, and you can choose a suitable effect there.
Regarding this function: I'm not sure if it will work, but essentially ("grammatically"), it does the right thing.
The script was probably deleted because the console displays "light is not exists."
The manual says that light is set in the map properties, but where is that?
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13 years ago
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Ah, well, it's not a big deal; you don't necessarily need to reduce it to a variable. I must have been testing it back then. As I said, the main idea is clear; it won't be difficult to write the path correctly.)))

Added 2 minutes later
Ah, no, that's not it.
PlayVisualEffect(doll, "dolmen", "stop1", 0, 0.5, 0, 0, 0 );
It works!))) So, "light" refers to something other than an effect.

Added 2 minutes later
Aha, it seems that the second parameter should specify a parameter from the "lights" folder, the type of map lighting. Moreover, this type of lighting must be added to the map. I think it works like this: this thing makes it so that the object is "lit" as if it were illuminated not by the standard ambient light, but by the "specified" one. Try checking it. For example, on "Brighter Day." It will be immediately visible.

Added 2 minutes later
Moreover, I think that in the parameters, you need to write not the path to the light, but its script name. For example, as in the function:
SetAmbientLight (0, "BrighterDay" , true, 0) --day

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In reply to Heroist
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13 years ago
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Ambient light is not suitable. Does PlayVisualEffect provide lighting? For example, will an object illuminate the surrounding area on a night map?
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13 years ago
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Why can’t we configure it through the standard light source, like in crystals? Doesn’t it work? Then you could do this: Take a crystal, make it invisible, then add the desired light and place it at the coordinates of the desired object.

Added 2 minutes later
Okay, I didn’t know where to write this, so I’ll write it here: Is it possible to make a hero gain levels after level 40? I know it’s probably absurd, and I’d have to manually adjust the amount of experience gained, but still.

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13 years ago
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Heroist
Why can't we configure it through the standard light emission, like in crystals? Doesn't it work? Then you could do this: Take a crystal, make it invisible, then add the desired light and place it at the coordinates of the desired object.
I don't quite understand what you mean by "standard light emission." Could you explain it in more detail?
If you attach the desired light to the crystal, what will that change? The problem would still be the same.
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13 years ago
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Well, how do you add light to a crystal in the Dungeon, but in this case, to an object?

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In reply to Олегарх
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13 years ago
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Oligarch
How does the SetObjectFlashlight command work?
See the map properties in Resources\pointLights.
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In reply to RedHeavenHero
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13 years ago
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I was just thinking... I'll place the objects first, and then just move them around. It seems like a simpler approach, in my opinion.
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