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        <title>WME Resource Center resource</title>
        <description></description>
        <link>http://res.dead-code.org/</link>
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       <dc:date>2025-04-30T07:20:39+02:00</dc:date>
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                <rdf:li rdf:resource="http://res.dead-code.org/doku.php/resource:displaying_hint_icons_over_active_hotspots?rev=1304889148"/>
                <rdf:li rdf:resource="http://res.dead-code.org/doku.php/resource:icon_based_dialogues?rev=1500296413"/>
                <rdf:li rdf:resource="http://res.dead-code.org/doku.php/resource:script_to_prevent_actor_from_walking_thanks_to_3d_2d_conversion_imperfection?rev=1227553159"/>
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                <rdf:li rdf:resource="http://res.dead-code.org/doku.php/resource:triggering_actions_when_actor_is_idle?rev=1227553087"/>
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        <title>WME Resource Center</title>
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    <item rdf:about="http://res.dead-code.org/doku.php/resource:displaying_hint_icons_over_active_hotspots?rev=1304889148">
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        <dc:date>2011-05-08T23:12:28+02:00</dc:date>
        <title>Displaying hint icons over active hotspots</title>
        <link>http://res.dead-code.org/doku.php/resource:displaying_hint_icons_over_active_hotspots?rev=1304889148</link>
        <description>If you want to implement functionality similar to active object highlighting in Tunguska, add the following piece of code to game.script: 

var ShowingHintIcons = false; 
//////////////////////////////////////////////////////////////////////////////// 
function ShowHintIcons() 
{ 
       // Small fix by metamorphium. Feel free to ignore 
      if (Scene.GetLayer(&quot;hints&quot;) == null) ShowingHintIcons = false; 
      //End Fix 
  
    // make sure we're only displaying the icons once 
    if(!Showing…</description>
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    <item rdf:about="http://res.dead-code.org/doku.php/resource:icon_based_dialogues?rev=1500296413">
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        <dc:date>2017-07-17T15:00:13+02:00</dc:date>
        <title>Icon based dialogues</title>
        <link>http://res.dead-code.org/doku.php/resource:icon_based_dialogues?rev=1500296413</link>
        <description>Hi there. 

thanks to the huge interest in doing Icon based dialogus in WME, I decided to create an universal simple object you can use and extend to suit your own needs. 

Here's the example how to quickly implement it: 

1. Create file scripts\dialogueObject.script with the following contents:</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:script_to_prevent_actor_from_walking_thanks_to_3d_2d_conversion_imperfection?rev=1227553159">
        <dc:format>text/html</dc:format>
        <dc:date>2008-11-24T19:59:19+02:00</dc:date>
        <title>Script to prevent actor from walking thanks to 3d/2d conversion imperfection</title>
        <link>http://res.dead-code.org/doku.php/resource:script_to_prevent_actor_from_walking_thanks_to_3d_2d_conversion_imperfection?rev=1227553159</link>
        <description>Sometimes you can encounter the following problem. Your actor stands at some spot he/her walks thanks to the hotspot clicking. You click again on the hostspot and actor strangely enough turns around. This is caused thanks to 3d/2d space conversion and the problem is that the actor thinks, that he has to walk one pixel to the side.</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:start?rev=1651096745">
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        <dc:date>2022-04-27T23:59:05+02:00</dc:date>
        <title>Free Resources</title>
        <link>http://res.dead-code.org/doku.php/resource:start?rev=1651096745</link>
        <description>Code Snippets

Community Competition Projects

 WME Competition 

Code Blocks

 Triggering actions when actor is idle Script to prevent actor from walking thanks to 3d/2d conversion imperfection talk lines, one line in string.tab Icon based dialogues Displaying hint icons over active hotspots</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:talk_lines_one_line_in_string.tab?rev=1250186092">
        <dc:format>text/html</dc:format>
        <dc:date>2009-08-13T19:54:52+02:00</dc:date>
        <title>talk lines, one line in string.tab</title>
        <link>http://res.dead-code.org/doku.php/resource:talk_lines_one_line_in_string.tab?rev=1250186092</link>
        <description>I had this thought. When you're translating a sentance from one language to another, it might not have the same structure, and i wanted to be able to keep a few sentances grouped together in one talk. 

Lets say my actor wants to say: “Hello.” “My name Is Guybrush Threepweeod.” “I want to be a pirate.”</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:triggering_actions_when_actor_is_idle?rev=1227553087">
        <dc:format>text/html</dc:format>
        <dc:date>2008-11-24T19:58:07+02:00</dc:date>
        <title>Triggering actions when actor is idle</title>
        <link>http://res.dead-code.org/doku.php/resource:triggering_actions_when_actor_is_idle?rev=1227553087</link>
        <description>Attach the following script to your actor to trigger some action when the actor is idle for some time (5 seconds in this case) 

#include &quot;scripts\base.inc&quot; 
  
var IsIdle = false; 
var IdleStartTime = 0; 
  
while(true) // endless loop 
{ 
  if(actor.Ready) // is the actor doing something 
  { 
    if(!IsIdle) 
    { 
      // actor enters idle state 
      IsIdle = true; 
      IdleStartTime = Game.CurrentTime; 
    } 
    else if(Game.CurrentTime - IdleStartTime &gt; 5000) // is the actor idle f…</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:wme_competition?rev=1651076756">
        <dc:format>text/html</dc:format>
        <dc:date>2022-04-27T18:25:56+02:00</dc:date>
        <title>WME Competition</title>
        <link>http://res.dead-code.org/doku.php/resource:wme_competition?rev=1651076756</link>
        <description>Competition: One room escape Author: nihil Place: 1st Game: Beyond the Threshold Download: Source project 

Competition: There's something hidden Author: leucome Place: 1st Game: The Closet Download:</description>
    </item>
    <item rdf:about="http://res.dead-code.org/doku.php/resource:wmelogotumbles?rev=1248089138">
        <dc:format>text/html</dc:format>
        <dc:date>2009-07-20T13:25:38+02:00</dc:date>
        <title>Problem With Hosting</title>
        <link>http://res.dead-code.org/doku.php/resource:wmelogotumbles?rev=1248089138</link>
        <description>Until i find a stable host please look in this thread for the links. If any links are broken just ask IN THE SAME THREAD and I'll post new links. 

&lt;http://forum.dead-code.org/index.php?topic=3652.msg22586#msg22586&gt; 

 Here are a few WME logo tumbles to place at the start of your projects to give them a little spice. These OGG files contain sound and are ready to use at teh start of your project during your intro logos.</description>
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