Actually, now that I looked at the code of the file, the conditions for displaying the map icon are set as separate
if statements, so in case more than one condition matches, more than one icon will be displayed, which seems to be the case:
Python:
if task_2d2_Fix_faucet == 3 and FR_firstTime_2d3_Mall_Start == False: # в этой сцене Кейт дает ГГ телефон
imagebutton anchor (0.5, 0.5): ############################ Карта для эпизода 2d2
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d2"), Play ("BG", "gui/Map/FX Map Open.mp3")]
if FR_firstTime_2d3_Mall_Start: # как только пришел в Mall
imagebutton anchor (0.5, 0.5): ############################ Карта для эпизода 2d3
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d3"), Play ("BG", "gui/Map/FX Map Open.mp3")]
if FR_firstTime_2d4_BackHome: # как только пришел домой из Mall
imagebutton anchor (0.5, 0.5): ############################ Карта для эпизода 2d4
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d4"), Play ("BG", "gui/Map/FX Map Open.mp3")]
if AC_2d5_Finish_Acts: # Закончить акты и переход к FREE ROAM
imagebutton anchor (0.5, 0.5): ############################ Карта для полного FREE ROAM
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
if day_time == "MORNING":
action [Show ("Map_1"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "MIDDAY":
action [Show ("Map_2"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "EVENING":
action [Show ("Map_3"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "NIGHT":
action [Show ("Map_4"), Play ("BG", "gui/Map/FX Map Open.mp3")]
So I put them all into a one:
Python:
if task_2d2_Fix_faucet == 3 and not FR_firstTime_2d3_Mall_Start:
imagebutton anchor (0.5, 0.5):
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d2"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif FR_firstTime_2d3_Mall_Start:
imagebutton anchor (0.5, 0.5):
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d3"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif FR_firstTime_2d4_BackHome:
imagebutton anchor (0.5, 0.5):
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
action [Show ("Map_2d4"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif AC_2d5_Finish_Acts:
imagebutton anchor (0.5, 0.5):
idle "gui/Interface/GUI MAP BTN idle.png"
hover "gui/Interface/GUI MAP BTN hover.png"
if day_time == "MORNING":
action [Show ("Map_1"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "MIDDAY":
action [Show ("Map_2"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "EVENING":
action [Show ("Map_3"), Play ("BG", "gui/Map/FX Map Open.mp3")]
elif day_time == "NIGHT":
action [Show ("Map_4"), Play ("BG", "gui/Map/FX Map Open.mp3")]
I'm guessing that somewhere you guys have managed, maybe due to a previous bug or something, to skip one of the tasks required to move forward to a next task, that way the script that expected only one condition to be true, suddenly had two.
The new file should always display just one icon, but only the one that comes up first, that expects you to complete the task that you seem to have skipped.
To be able to identify the task you have skipped or only seem to, a task that didn't set a flag of completion, please open the console (Ctrl+o) and give me the values of your:
task_2d2_Fix_faucet (should be 5 after fixing the faucet)
FR_firstTime_2d3_Mall_Start (should be True only while visiting the Mall the first time, False before and after it)
FR_firstTime_2d4_BackHome (True after coming back from the Mall)
AC_2d5_Finish_Acts (True after finishing all content of day 2)
Just type the names into the console and press Enter, the answer you get is the value.
After finishing the second day (that is, starting from the third day) these values should be 5, False, True and True. Set them accordingly if they are not. Remember that True and False and variable names are
case sensitive!
(press the up arrow on your keyboard to get to a previously typed name of the value and add =5, =False and so on to it to set its value)