If I launch a script for Testing/Trading and then [Stop] it and/or close Zorro, the panel continues to be visible on the screen without the possibility to close it (no closing/ 'cross' button in the upper right corner). I then have to kill that Zorro instance via Task manager.
I tried this in the click():
if (row == -1 && is(RUNNING)) panel(0, 0, 0, 0);
Then pressing [Result] while the script awaits a click on my START button in the panel (while (!START && is (RUNNING)) wait(100); )- works and makes the panel disappear.
However, if I then close Zorro altogether, an instance of Zorro still runs and still has to be killed via Task manager.
I am testing the money management and the "Capital" variable is set. How is MaxDD in % is then calculated?
I cannot see anything describing difference in calculations of this number in the "Performance chapter" - when Capital is set and when not.
Right now, it looks like % is being calculated relative to Gross Wins, rather than Gross Profit. It is appr 2x less than the number calculated manually from a _pnl.csv (with addition of Capital), even with the BALANCE flag set.
As for numbers in _pnl.csv: shouldn't they start from the initial Capital when Capital var is set?
I am new to this so sorry for the stupid questions. I installed Zorro, and want to use IG as broker as thats what I use today. I tried to follow the instructions
https://manual.zorro-project.com/ig.htm - to the best of my abilities (not a tech wiz) but IG does not show up as a option. So first things first, I used this Java version (Windows x86 202.62 MB jdk-8u211-windows-i586.exe)
Can anyone confirm that its the one I should be using? (I installed Zorro on an VPS)
Thank you for your nice feedback. Really appreciate feedback from serious users. edit: The lightning only affects 3d models ( foreground like Zombies, Player, gun etc ). All other scene stuff is just a Image file. edit end
For pre rendering background i used ShadeC evo btw.
For now i dont plan to use it / make a game with it. Just wanted to see if i could do such type of script, and have to say, iam quiet happy with it so far Greets
edit: Invisible models handle the scene. Cam switching is done via regions set in WED. The shadeC-pre-render-script saves camera pos and angle values from scene in game. This way new made level scenes can be implemented very quickly. Finally a new room / cam view can be set via a single command in script
While the invisible models make it very easy to have same collision etc like in the pre rendered scene map. Every scene (set with init_scene) takes care of taken objects like health ammo etc automaticly and saves it. The inventory also takes care of saving "by itself". For now saved files are not crypted, so yes, they can be manipulated very easy. You decide if items can be combined with each other. Also you decide if items of same type like shotgun ammo in the techdemo can be combined to one inventory Slot. If you hover them with cursor a amount box will show up. But i have to mention that adding new items to the existing script takes some lines to copy and paste. But its pretty fast done and well explained by the three example items. Theres not much limitation for moving 3d models, cause like the original resident evil, it renders very very fast. The script also features SuperKu's latest pathfinding with pathes set in WED. Navigating NPC's in the pre rendered scene is "easy" this way. All in all this text sounds like an advertisement Greets