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These are just lines describing the state of the building. You can leave them as they are.
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function burnok(hut)
Trigger(4, hut, nil)
hutt = hutt + 1
HAVEN_DWLS[hut] = nil
return function()
end
end
function burnno(hut)
SetObjectEnabled(hut, 1)
Trigger(4, hut, nil)
sleep(1)
MakeHeroInteractWithObject('Nymus' , hut)
sleep(1)
SetObjectEnabled(hut, nil)
Trigger(4, hut, "BurnHavenDwelling")
return function()
end
end
yes, by the way, if you click "OK" after the question, will the trigger never be activated on that object again? And will it become completely inaccessible to everyone?
and another thing - about icons. Let's say you can do it for resources, but not for creatures. What about spells? Is the icon display also implemented in a strange way?
| func | TalkBoxForPlayers | Opens a dialog with several response options (from 1 to 5) for selected players (playersFilter). The function does not issue error messages because if parameters are incorrect, default values are used | |
| playersFilter | PlayersFilteringConstantsID | Identifier of selected players | |
| iconRef | Reference to the icon texture | ||
| iconTooltipRef | Path to the icon tooltip text | ||
| textRef | Path to the dialog text | ||
| addTextRef | Path to the dialog text (additional) | ||
| callback | String with the name of the lua function, whose first parameter conveys the player's response (number: 0 - cancel, -1 - closed by player, 1.. - number of the response selected by the player) | ||
| mode | Mode type: 0 - with OK button, 1 - OK/Close | ||
| titleTextRef | Path to the window title text | ||
| selectTextRef | Path to the header text before selection options | ||
| defaultOption | Number of the response highlighted by default (number: 0 - none, 1.. - response number) | ||
| optionTextRef | path to response text № 1 | ||
| [ optionTextRef] | Path to response text № ... | ||
| … | [Response number] |
It's possible, but the attractor doesn't work well with heroes. It's better to use MoveHero.