In any case, thank you very much for the explanation.
In any case, thank you very much for the explanation.
New here? I'm Roha — want a quick tour?
I ended up implementing the treasures using a workaround – I placed trigger events on them, and when triggered, I move the treasure to a hidden location, using scripts to simulate the player picking it up. When the treasure needs to reappear, I move it back. Patch 3.1 undoubtedly introduced many good features, but unfortunately, it also has its share of bugs.
Is it possible to embed a music file directly into the .h5m map file, or is it impossible to access it through the .xdb file?
There's no music. But I had an idea to add sound effects to maps using sounds and scripts that trigger them. The sounds are embedded in the map, so everything is fine. There aren't any particular limitations on the quality, so the method works.
Is it possible to embed a music file directly into the .h5m map file, or is that not feasible? And if so, how can I access it through the .xdb file?
Because the standard path \Maps\SingleMissons\Map\Music.odd doesn't work, unfortunately. The only option is to use ..\Maps\Music.odd, but then the file still needs to be placed in the Maps folder.