[DiscordArchive] yes, if i insert the original areatable.dbc the music is back. In other words, you would also have t
[DiscordArchive] yes, if i insert the original areatable.dbc the music is back. In other words, you would also have t
Archived author: Krutok • Posted: 2022-08-23T14:52:30.613000+00:00
Original source
yes, if i insert the original areatable.dbc the music is back. In other words, you would also have to change the adt files if I wanted to use my ids?
Archived author: <o> • Posted: 2022-08-23T14:54:21.995000+00:00
Original source
yes, if you took adts + area ids from the old projects, you either need to keep those area ids or change the adts to use your new ids
Archived author: Krutok • Posted: 2022-08-23T14:56:15.884000+00:00
Original source
with noggit?
Archived author: <o> • Posted: 2022-08-23T14:56:35.902000+00:00
Original source
yeah, noggit works great for that
Archived author: Krutok • Posted: 2022-08-23T14:58:41.949000+00:00
Original source
The problem is that when I go into the water, the exhaustion debuff on land no longer occurs. can you change that in dbc or do you have to change it directly in the map?
Archived author: <o> • Posted: 2022-08-23T15:01:59.400000+00:00
Original source
with the latest noggit it's possible to change it with a script, but it's a bit of a manual process.
Archived author: <o> • Posted: 2022-08-23T15:04:56.106000+00:00
Original source
this is the lua script
deep_flags.lua
Archived author: <o> • Posted: 2022-08-23T15:05:46.606000+00:00
Original source
you first find a good z value that where you want ocean to be considered "deep", plug that number into the script brush and then paint all ocean with it
Archived author: Krutok • Posted: 2022-08-23T15:06:18.550000+00:00
Original source
and how do i solve the problem that when i go into the water i don't get the exhaustion debuff. a puddle is enough
Archived author: <o> • Posted: 2022-08-23T15:06:26.739000+00:00
Original source
that's what this script solves