FYI:
You can break fast travel system is you add fade scene fragment to the HUD_SCENE. Don't ask me why, I have no idea.
This code breaks fast travel system (fast travel using the wayshrine costs money):
Lua Code:
local CompassDistance = ZO_Object:Subclass()
function CompassDistance:New()
local obj = ZO_Object.New(self)
obj:Initialize()
return obj
end
function CompassDistance:Initialize()
self.control = WINDOW_MANAGER:CreateTopLevelWindow()
self.control:SetAnchor(LEFT, COMPASS.control, RIGHT, 25, 0)
self.control:SetHidden(true)
self.label = WINDOW_MANAGER:CreateControl(nil, self.control, CT_LABEL)
self.label:SetAnchor(LEFT, self.control, LEFT, 0, 0)
self.label:SetFont("ZoFontWinH3")
self.label:SetColor(ZO_CONTRAST_TEXT:UnpackRGBA())
self:UpdateScale()
CALLBACK_MANAGER:RegisterCallback("CustomCompassPins_MapChanged", function() self:UpdateScale() end)
end
COMPASS_DISTANCE = CompassDistance:New()
HUD_SCENE:AddFragment(ZO_FadeSceneFragment:New(COMPASS_DISTANCE.control))
But if you use ZO_SimpleSceneFragment instead of ZO_FadeSceneFragment, everything works correctly:
Lua Code:
HUD_SCENE:AddFragment(ZO_SimpleSceneFragment:New(COMPASS_DISTANCE.control))