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Hide One Ring in minimap


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#1 Eazy-E 123

Eazy-E 123
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Posted 16 September 2019 - 06:45 PM

Hello there,

 

I would like to know How can I hide One Ring in minimap ?

I don't like that Wr can see Who found it and where.


Thanks  :)



#2 Slava Shadrinov

Slava Shadrinov
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  • Projects:The Word Of Tolkien Mod

Posted 09 January 2020 - 06:36 PM

Hi
You can try to play with TheDroppedRing parameters, you can found this here: data\ini\crate.ini

i mean this:
 

; *** AUDIO Parameters ***;
 
EvaEnemyObjectSightedEvent    = DiscoveredRing ; This is so that we get the DiscoveredRing event if it is unstealthed when we first see it
 
ClientUpdate = EvaAnnounceClientCreate ModuleTag_AnnounceCreate
; And this covers the case where the Ring spawns in while in sight of the player's troops
AnnouncementEventEnemy = DiscoveredRing
AnnouncementEventAlly = DiscoveredRing
AnnouncementEventOwner = DiscoveredRing
 
OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
UseObjectsPosition = Yes ; Play from the Ring's position
CreateFakeRadarEvent = Yes ; Allow player to jump to the Ring after hearing annoucement
 
DelayBeforeAnnouncementMS = 1000 ; Allow 1 second before announcing. This is mostly so that if someone is right on top of the ring, we can use the pickup event to block the discovered event
; and not get two announcements
 
; CountAsFirstSightedAnnoucement = Yes ; Doesn't matter since this unit doesn't use EvaOnFirstSightingEventEnemy/NonEnemy
End


ClientUpdate = RadarMarkerClientUpdate ModuleTag_RadarMarker
MarkerType = PingOneRing
End


 

Edited by Slava Shadrinov, 09 January 2020 - 06:37 PM.


#3 Eazy-E 123

Eazy-E 123
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Posted 15 January 2020 - 10:32 PM

 

Hi
You can try to play with TheDroppedRing parameters, you can found this here: data\ini\crate.ini

i mean this:
 

; *** AUDIO Parameters ***;
 
EvaEnemyObjectSightedEvent    = DiscoveredRing ; This is so that we get the DiscoveredRing event if it is unstealthed when we first see it
 
ClientUpdate = EvaAnnounceClientCreate ModuleTag_AnnounceCreate
; And this covers the case where the Ring spawns in while in sight of the player's troops
AnnouncementEventEnemy = DiscoveredRing
AnnouncementEventAlly = DiscoveredRing
AnnouncementEventOwner = DiscoveredRing
 
OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
UseObjectsPosition = Yes ; Play from the Ring's position
CreateFakeRadarEvent = Yes ; Allow player to jump to the Ring after hearing annoucement
 
DelayBeforeAnnouncementMS = 1000 ; Allow 1 second before announcing. This is mostly so that if someone is right on top of the ring, we can use the pickup event to block the discovered event
; and not get two announcements
 
; CountAsFirstSightedAnnoucement = Yes ; Doesn't matter since this unit doesn't use EvaOnFirstSightingEventEnemy/NonEnemy
End


ClientUpdate = RadarMarkerClientUpdate ModuleTag_RadarMarker
MarkerType = PingOneRing
End


 

 

Thanks






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