Hi everyone,
I just started to use this engine a few days ago and it is pretty cool self explaining and has some very good starting points in form of the helper.
Thanks for that fantastic work!
I am starting to get know to the different Actory Types and I am reading some of their attribs. Unfortunatly I cant see which actor (or ActorCommonHelper) has which attributes. So I worked through the thread to get some basic knowledge. Now I have a lot of questions so I will start with my urgent ones
1. I am using this query to get out Chests and Breakable objects in the environment that are not yet opened:
var chests = ActorCommonDataHelper.Enumerate(a => (a.x180_GizmoType == GizmoType.Chest || a.x180_GizmoType == GizmoType.BreakableChest)).Where(IsValidGizmoChest).ToList();
where I found this function here on the forum:
private static bool IsValidGizmoChest(ActorCommonData acd)
{
//return (acd.x24C_Flags & 0x400) == 0 && Attributes.ChestOpen.GetValue(acd) != 1;
return Attributes.ChestOpen.GetValue(acd) != 1;
}
- I dont know what the acd.x24C_Flags & 0x400 means? Can someone help me?
- When I click on the object they dont disapper from the query result (I am doing this every 100ms) until the animation is over. Is there another way to detect if an chest or breakable object is still clickable?
2. I am trying to get all loot that pops out of the chests. Therefore I am using this query:
var items = ActorCommonDataHelper.Enumerate(a => a.x180_GizmoType == GizmoType.Item && a.x0D4_WorldPosY > 0).ToList();
The a.x0D4_WorldPosY > 0) is there to filter out all the (default?) items in the list. This works pretty fine to detect items on the ground (even gold and stuff). On thing remains:
If I pickup an item with qualitylevel > 3 (blue, yellow...) then the item still remains as result of the query even if it is already in the inventory? How can I filter this out?
Thanks so long!