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Re: Model on top of the panel [Re: RyuMaster] #225779
09/05/08 23:16
09/05/08 23:16
Joined: Aug 2006
Posts: 155
R
RyuMaster Offline OP
Member
RyuMaster  Offline OP
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R

Joined: Aug 2006
Posts: 155
Currently panel is invisible, its layer set to "-1"

Only box and robot created by those are visible:

ent_create("robotic.mdl", vector(300,0,0), player_walk); // assumes you're using cbabe
ent_create("box.mdl", vector(300,50,0), NULL); // assumes you're using cbabe


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225781
09/05/08 23:20
09/05/08 23:20
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
its still ENTITY* ent1 = .. ****************************


"empty"
Re: Model on top of the panel [Re: RyuMaster] #225783
09/05/08 23:29
09/05/08 23:29
Joined: Aug 2006
Posts: 155
R
RyuMaster Offline OP
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RyuMaster  Offline OP
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R

Joined: Aug 2006
Posts: 155
Ouch!

Quote:
doesnt it need to be
ENTITY* ent1 =
...
flags2 = ...;

I thought we were talking about flags here, and I missed the point.
Well, now I get some crash, but I can see entity and probably crash is not related to this topic. But...

How can I attach action to such entity?


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225786
09/05/08 23:32
09/05/08 23:32
Joined: Jun 2008
Posts: 428
Rasch Offline
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Rasch  Offline
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Joined: Jun 2008
Posts: 428
Code:
#include <acknex.h>
#include <default.c>

VECTOR trace_coords;

PANEL* compass_pan =
{
	bmap = "pic.pcx";
	pos_x = 0;
	pos_y = 40;
	layer =-1;
	flags = VISIBLE;

}
ENTITY* ent1 =
{
	type = "soldier.mdl";
	layer = 200; // display above view entities with layer 1
	//view = camera;
	flags2 = VISIBLE;
	client_id = camera; // same camera parameters as the default view
	x = 300; // place 100 quants ahead of the view
	y = 0; // 50 to the right
	z = 0; // and center vertically
}


Use this. It works 100%

edit:

I´m sure there was a command to add a function to a view entity otherwise you have to control it with another function.

Code:
function model_rotate()
{
	while(key_r)
	{
		ent1.x += 12*time_step;
		wait(1);
	}
}

on_r = model_rotate;


but that´s c-script convert it to lite-c and it should work!

Re: Model on top of the panel [Re: Rasch] #225829
09/06/08 08:25
09/06/08 08:25
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
i dodnt kow sure but you could try yhis

Code:
function ent_view(ENTITY* ent)
{
	my = ent;
	
}

function main()
{
	...
	ent_view(ent1);
	...



"empty"
Re: Model on top of the panel [Re: RyuMaster] #225833
09/06/08 09:05
09/06/08 09:05
Joined: Aug 2006
Posts: 155
R
RyuMaster Offline OP
Member
RyuMaster  Offline OP
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Joined: Aug 2006
Posts: 155
Thanks a lot! It works. Some crashed appear, and functions like
Quote:
if(key_t) // X pressed
{
camera.x+=20;
wait(3);
}
if(key_g) // X pressed
{
camera.x-=20;
wait(3);
}


stopped working, but at least it something they will work after adjustments.
Good bye good-old actions, sight... Too bad there is no other way to display ent_create entity on top of the panel.


What kills me not, that makes me stronger.

***Working on RPG/RTS***
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