funkcja się odpala bo dopisałem w niej
PrintScreen ("mapa", -1,-1,"font_old_20_white.tga",3);
i tekst się wyświetlił.
z Zspy :
[i] 01:07 Info: 5 X: [LoadThemeByScript]: Changed music band. .... <zError.cpp,#462>
[i] 01:07 Info: 5 X: PlayThemeVariation: STA_DAY_STD .... <zError.cpp,#462>
[i] 01:07 Info: 5 C: Creating Sound levelup.wav (single) .... <zSndMSS.cpp,#1037>
[i] 01:08 Info: 5 C: Creating Sound Instance MFX_BARRIERE_AMBIENT (alternative: 0) .... <zSndMSS.cpp,#1208>
[i] 01:10 Info: 4 B: Open Container .... <oInventory.cpp,#991>
[i] 01:10 Info: 5 C: Creating Sound Instance INV_OPEN (alternative: 0) .... <zSndMSS.cpp,#1208>
[i] 01:11 Info: 4 B: Close Container .... <oInventory.cpp,#1165>
[i] 01:11 Info: 5 C: Creating Sound Instance INV_CLOSE (alternative: 0) .... <zSndMSS.cpp,#1208>
[w] 01:11 Warn: 0 C: lost focus, setting to windowed mode .... <zWin32.cpp,#1254>
[i] 01:29 Info: 3 B: STAT: Entering Map-Screen ... .... <oMenu_Status.cpp,#660>
[w] 01:29 Warn: 0 C: zCAICamera :: StartDialogCam(): listener and speaker have same position! .... <zAICamera_Dialog.cpp,#123>
[i] 01:37 Info: 1 R: Deleting EV_PROCESSINFOS message [OK] .... <oNpcMessages.cpp,#1280>
[i] 01:43 Info: 2 U: NPC: AI:Removed NPC Diego / PC_THIEF .... <oNPC.cpp,#8676>
chyba tyle wystarczy (od załadowania się gry do momentu zobaczenia napisu mapa)
Może ja podam całe skrypty bo chciałem to trochę skrócić ale chyba się nie da bo robie to tak :
przy otwieraniu mapy 1 otwiera się monolog
i w monologu dopiero wybieramy mapę drugą
mapy :
INSTANCE ItWrWorldmap(C_Item)
{
name = "Mapa kolonii";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 50;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAP";
on_state[0] = czynnosci_S1;
description = name;
TEXT[0] = "Niestety, brakuje sporego";
TEXT[1] = "obszaru na południowym";
TEXT[2] = "zachodzie.";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
INSTANCE ItWrWorldmapOPEN(C_Item)
{
name = "Mapa kolonii";
mainflag = ITEM_KAT_DOCS;
flags = ITEM_MISSION;
value = 50;
visual = "ItWr_Map_01.3DS";
material = MAT_LEATHER;
scemeName = "MAPSEALED";
on_state[0] = UseWorldmap;
description = name;
TEXT[0] = "Niestety, brakuje sporego";
TEXT[1] = "obszaru na południowym";
TEXT[2] = "zachodzie.";
TEXT[5] = NAME_Value;
COUNT[5] = value;
};
FUNC VOID UseWorldmap()
{
PrintScreen ("mapa", -1,-1,"font_old_20_white.tga",3);
var int nDocID;
nDocID = Doc_CreateMap () ; // DocManager
Doc_SetLevel ( nDocID, "WORLD.ZEN" );
Doc_SetPages ( nDocID, 1 );
Doc_SetPage ( nDocID, 0, "Map_World.tga", 1 ); // 1 -> DO NOT SCALE
/* Doc_SetFont ( nDocID, 0, "font_15_book.TGA" ); // -1 -> all pages
Doc_SetMargins ( nDocID, 0, 120, 80, 10, 10, 1 ); // 0 -> Textrahmen (von den Ränder des TGAs aus, links-oben,rechts-unten)
Doc_PrintLine ( nDocID, 0, "Karte der" );
Doc_PrintLine ( nDocID, 0, "Kolonie" );
// FIXME: mehrere Texte an verschiedenen Stellen für Location-Beschriftung funzen nicht.
Doc_SetFont ( nDocID, 0, "font_10_book.TGA" );
Doc_SetMargins ( nDocID, 0, 110, 300, 10, 10, 1 );
Doc_PrintLine ( nDocID, 0, "Neues Lager");
Doc_SetMargins ( nDocID, 0, 350, 200, 10, 10, 1 );
Doc_PrintLine ( nDocID, 0, "Altes Lager");
Doc_SetMargins ( nDocID, 0, 200, 420, 10, 10, 1 );
Doc_PrintLine ( nDocID, 0, "Dämonenbeschwörer");
Doc_SetMargins ( nDocID, 0, 510, 340, 10, 10, 1 );
Doc_PrintLine ( nDocID, 0, "Sekten-Lager");
*/
Doc_Show ( nDocID );
};
Monolog:
func void czynnosci_S1 ()
{
var C_NPC her; her = Hlp_GetNpc(PC_Hero);
var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);
//***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: geändert, damit kontrollierte NSCs nicht schlafen können!
if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp_GetInstanceID(rock)) )
{
monolog = czynnosci;
self.aivar[AIV_INVINCIBLE]=TRUE;
Ai_ProcessInfos (her);
};
};
FUNC INT czynnosci_TRUE()
{
if (monolog == czynnosci)
{
return TRUE;
};
};
INSTANCE PC_Noczynnosci (c_Info)
{
npc = PC_Hero;
nr = 999;
condition = czynnosci_TRUE;
information = PC_Noczynnosci_Info;
important = 0;
permanent = 1;
description = DIALOG_ENDE;
};
func VOID PC_Noczynnosci_Info()
{
AI_StopProcessInfos (self);
self.aivar[AIV_INVINCIBLE]=FALSE;
};
INSTANCE PC_czynnosci2 (c_Info)
{
npc = PC_Hero;
nr = 1;
condition = czynnosci_TRUE;
information = PC_czynnosci2_Info;
important = 0;
permanent = 1;
description = "Otrzórz Mape";
};
func VOID PC_czynnosci2_Info()
{
AI_StopProcessInfos (self);
self.aivar[AIV_INVINCIBLE]=FALSE;
CreateInvItem (hero, ItWrWorldmapOPEN);
AI_UseItem (hero, ItWrWorldmapOPEN);
};