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Changing pin status


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6 réponses à ce sujet

#1
xcassmonster

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Hey, I'm trying to change the status of a map pin using the function SetWorldMapLocationStatus(oPin, 1);, which seems to work fine if I call the function in the area script, but doesn't work if I call it in a player script. Is there a way to get it to work in the player script?

#2
FollowTheGourd

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I'm not exactly sure what you mean by the player script, but I haven't seen it not update using the wrapper function. I'm not sure off-hand about the world map vs. the fade map, but have you set the map as the primary or secondary one before calling that function?

If it's what I think you were asking about before, the fade map would probably be a better bet. If you google "OpenFadeMap()", you can find my post on how to use it. If you're altering the single player campaign, you can still create a submap for it and edit the parent property in a GFF editor, if nothing else.

#3
xcassmonster

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Thankyou for the response. By player script i mean a script thats attached to the hero. The world map to which the pin is attached is set as the primary map and getting the pin by tag returns a valid object. I will try using the fade map instead and see if that works

#4
xcassmonster

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also, whenever i try to make a resource called fade_map, it wont let me because the name is in use, how do i get around that?

Modifié par xcassmonster, 17 avril 2011 - 11:53 .


#5
xcassmonster

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dw worked out how to create it after reading your post

#6
xcassmonster

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ok the problem seems to be calling it inside a heartbeat. it works perfectly fine if i put the function inside event_type_spawn, but not if i put it in the heartbeat2

#7
xcassmonster

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sorry for spamming and quin-postingm but it turns out it was a problem with the actionscript for which ive now fixed. ty for all the help