Difference between revisions of "Osiris/API/SetHomesteadKeyState"

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(Documented SetHomesteadKeyState)
 
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* '''0''': the button is invisible.
 
* '''0''': the button is invisible.
 
* '''1''': the button is visible and enabled.
 
* '''1''': the button is visible and enabled.
* '''2''': the button is visible, enabled, and flashes to indicate a new waypoint is available (until the player clicks on it, at which point it reverts to state '''1'''.
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* '''2''': the button is visible, enabled, and flashes to indicate a new waypoint is available (until the player clicks on it, at which point it reverts to state '''1''').
 
* '''3''': the button is visible, but disabled. '''_Character''' cannot click on it to access the waypoint shrine menu, although they can still use waypoint shrines directly.
 
* '''3''': the button is visible, but disabled. '''_Character''' cannot click on it to access the waypoint shrine menu, although they can still use waypoint shrines directly.
 
===== Notes =====
 
===== Notes =====

Revision as of 22:20, 28 October 2017

Full Definition(s)
  • call SetHomesteadKeyState((INTEGER)_State, (CHARACTERGUID)_Character)
Description

Sets the state of the anchor/waypoint travel button on the side of the minimap to _State for _Character. Valid values for _State are:

  • 0: the button is invisible.
  • 1: the button is visible and enabled.
  • 2: the button is visible, enabled, and flashes to indicate a new waypoint is available (until the player clicks on it, at which point it reverts to state 1).
  • 3: the button is visible, but disabled. _Character cannot click on it to access the waypoint shrine menu, although they can still use waypoint shrines directly.
Notes
  • Enabling this button does not unlock any waypoints by itself.
  • The waypoint shrine button/menu gets automatically enabled/updated when unlocking waypoint shrines in the main campaign, but if you only use the Shared mod (possibly in combination with DB_WaypointInfo), you have to manually enable it if you want to give players access. You can have a look at the goal _DOS2_Waypoints of the main campaign to see how/when it is set there.
See Also