Find out how to use entities which are highlighted while using Witcher senses.
What does highlight while using it thoughWhich objects glow while you highlight them? If we were to keep it short and sweet: gameplay entities. The ones which can be seen. Some examples would include: containers, posters, clues, lights, doors, some windows (which 's entity class is basically door) and traps.
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Containers
Containers all have the node tag [HighlightedByMedalionFX], it is within their templates as well, as is a particle effect that plays whenever the entity gets highlighted. Containers usually have loot entities inside of them.
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Herbs are also a type of container, but they bear another type of tag: Herb, and their entity class is W3Herb. They have no effects under the Effects tab.
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If an entity’s class is CGameplayEntity, then it gets a property in which the user can set isHighlightedByMedallion to true.
Lights, for example, are gameplay entities, so they also have that property.
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Clues are a bit more complicated. One thing they share is that most of them have [fm_object] tag. Their entity class should be W3MonsterClue, and while the generic ones also have templates (located in: gameplay → focus_mode_clues), not all of them do.
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Clues are usually quest-specific, as they only become visible once a quest becomes available (either by progress inside of the story, or by travelling to a location).
These are controlled inside of the questgraph of the game, and so are some of the clues.The quest node responsible for this is the Script block, and the functionName property needs to be set to FocusClueManager or FocusDestroyableClueManager (the latter is not very popular within the main game, but it can be used nontheless).
Feed the block the clue’s unique tag, and set some properties (namely isAvailable, isInteractive and isVisible if set to FocusClueManager, or destroyable and triggerDestruction if set to FocusDestroyableClueManager) to true, and now your clue glows brighter than the winter sun does at noon.
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If I want to make a clue for a quest, how would I do go about it? Well, we first need to determine if the clues can be randomly found in the world, or if they only become visible after some event.
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If they can be randomly found throughout the world, then we just need to make a clue and add it to the world.
We’d probably like to include a clue template inside of it.
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