FOnline Development > Questions and Answers
FOnline SDK - Question
Wipe:
Set 'always visible' flag in ObjectEditor
Demenise:
Can anyone suggest to me a good program to create DAT files I tried some from NMA but none of them work.
JovankaB:
Fortunately in FOnline you don't have to use DAT format, you can use ZIP instead.
But if you really need to save something in DAT, you can try DAT explorer, it can be found here: http://www.hot.ee/fallout/
Use import menu to put files into DAT.
Demenise:
in locations.cfg I changed the visibility for the replication maps to 0 and wiped my server completely and they still show up on the world map so if anyone knows why the replication maps are still showing up on the world map please tell me thanks.
Wind_Drift:
--- Quote from: Demenise on April 10, 2013, 05:30:26 am ---in locations.cfg I changed the visibility for the replication maps to 0 and wiped my server completely and they still show up on the world map so if anyone knows why the replication maps are still showing up on the world map please tell me thanks.
--- End quote ---
Ah, yeah. Forgot about one thing. That's what I get for posting from my phone. :D
replication.fos sets certain locations as known locations, so you just have to /// them out, or remove those lines from the script.
--- Code: ---void SetStartLocation( Critter& cr ) // Export
{
Map@ replicator = GetStartReplicatorMap();
if( not valid( replicator ) )
return;
// Hidden fog on default player position
uint zoneX = cr.WorldX / __GlobalMapZoneLength;
uint zoneY = cr.WorldY / __GlobalMapZoneLength;
cr.SetFog( zoneX, zoneY, FOG_FULL );
cr.SetFog( zoneX - 1, zoneY - 1, FOG_FULL );
cr.SetFog( zoneX, zoneY - 1, FOG_FULL );
cr.SetFog( zoneX + 1, zoneY - 1, FOG_FULL );
cr.SetFog( zoneX - 1, zoneY, FOG_FULL );
cr.SetFog( zoneX + 1, zoneY, FOG_FULL );
cr.SetFog( zoneX - 1, zoneY + 1, FOG_FULL );
cr.SetFog( zoneX, zoneY + 1, FOG_FULL );
cr.SetFog( zoneX + 1, zoneY + 1, FOG_FULL );
cr.TransitToMap( replicator.Id, ENTIRE_REPLICATION );
cr.SetKnownLoc( true, replicator.GetLocation().Id );
cr.SetKnownLoc( false, LOCATION_ReplicationHell );
uint16 replPid = replicator.GetLocation().GetProtoId();
if( replPid == LOCATION_Replication1 )
{
cr.SetKnownLoc( false, LOCATION_Den );
cr.SetKnownLoc( false, LOCATION_Klamath );
}
else if( replPid == LOCATION_Replication2 )
{
cr.SetKnownLoc( false, LOCATION_Modoc );
}
else if( replPid == LOCATION_Replication3 )
{
cr.SetKnownLoc( false, LOCATION_Redding );
}
else if( replPid == LOCATION_Replication4 )
{
cr.SetKnownLoc( false, LOCATION_BrokenHills );
cr.SetKnownLoc( false, LOCATION_NewReno );
}
zoneX = cr.WorldX / __GlobalMapZoneLength;
zoneY = cr.WorldY / __GlobalMapZoneLength;
cr.SetFog( zoneX, zoneY, FOG_NONE );
cr.SetFog( zoneX - 1, zoneY - 1, FOG_HALF );
cr.SetFog( zoneX, zoneY - 1, FOG_HALF );
cr.SetFog( zoneX + 1, zoneY - 1, FOG_HALF );
cr.SetFog( zoneX - 1, zoneY, FOG_HALF );
cr.SetFog( zoneX + 1, zoneY, FOG_HALF );
cr.SetFog( zoneX - 1, zoneY + 1, FOG_HALF );
cr.SetFog( zoneX, zoneY + 1, FOG_HALF );
cr.SetFog( zoneX + 1, zoneY + 1, FOG_HALF );
}
--- End code ---
You can also use this portion of the script to set any other locations on the map you want to be visible on character creation.
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