Question about hidden activators
Posted: August 23rd, 2016, 10:27 pm
Hello!
I have a question concerning hidden codes/activators in maps, but specifically in Castlevania RoS 2.7.7. When I look at the coding with MPQ Editor I can see that there are lots of places where codes would be, but it is blank. I know there are hidden codes present because I already know of two of them, but there are many others I have no idea about.
An example of what I mean:
call TriggerRegisterPlayerChatEvent(kR,Player(1),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(2),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(3),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(4),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(5),"",false)
So my question is, why are there empty activators and how are they hidden? Is there any way I can reveal the codes? Any insight would be appreciated.
I've attached the map so you can look for yourself to see what I mean, there are many places in the coding similar to the one I listed above.
Thank you very much!
I have a question concerning hidden codes/activators in maps, but specifically in Castlevania RoS 2.7.7. When I look at the coding with MPQ Editor I can see that there are lots of places where codes would be, but it is blank. I know there are hidden codes present because I already know of two of them, but there are many others I have no idea about.
An example of what I mean:
call TriggerRegisterPlayerChatEvent(kR,Player(1),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(2),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(3),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(4),"",false)
call TriggerRegisterPlayerChatEvent(kR,Player(5),"",false)
So my question is, why are there empty activators and how are they hidden? Is there any way I can reveal the codes? Any insight would be appreciated.
I've attached the map so you can look for yourself to see what I mean, there are many places in the coding similar to the one I listed above.
Thank you very much!