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Help with the pos_x and pos_y of the weapon panel #111671
02/11/07 17:11
02/11/07 17:11
Joined: Jan 2006
Posts: 53
L
LWD Offline OP
Junior Member
LWD  Offline OP
Junior Member
L

Joined: Jan 2006
Posts: 53
How i can change the weapon hud digits pos? i try to change de Ammo Panel X Position and the Ammo Panel Y Position in the Project Manager, but nothing happens...
Thanks!

Re: Help with the pos_x and pos_y of the weapon pa [Re: LWD] #111672
02/11/07 18:17
02/11/07 18:17
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Show your Code Please, Do you want to change X/Y Koordinates of the Digits or the Panel?

cYa Sebastian

Last edited by Angel; 02/11/07 19:30.

Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Help with the pos_x and pos_y of the weapon pa [Re: rvL_eXile] #111673
02/13/07 17:37
02/13/07 17:37
Joined: Jan 2006
Posts: 53
L
LWD Offline OP
Junior Member
LWD  Offline OP
Junior Member
L

Joined: Jan 2006
Posts: 53
of the digits...
Here is my code ´(i´m using the templates)

ifndef plBipedWeapHUD_wdl;
define plBipedWeapHUD_wdl;

// ---------------------------------------------------------------------
// STARTHEADER
//
// ver: 4.6
// date: 060518
//
// title: Biped Player Weapon "HUD" (01)
// class: PLAYER
// type: USER
// image: plBipedHUD01.pcx
// help: Display a "Heads Up Display" for weapon state.
//
// needs: gid01.wdl
// needs: plSelect.wdl, cameraTarget.wdl
// needs: miscInput01.wdl, plBipedInput01.wdl
// needs: bipedPhy01.wdl,
// needs: bipedAnim01.wdl, bipedSnd01.wdl, plBiped01.wdl,
// needs: trigger00.wdl, particle00.wdl,
// needs: weaponfx00.wdl, weapons00.wdl,
// needs: plBipedWeap00.wdl
//
// prefix: plBipedWeapHUD01_
// idcode: 028
//
// ENDHEADER
// ---------------------------------------------------------------------


// ---------------------------------------------------------------------
// section: Ammo Panel


// entry: Ammo Panel Bitmap
// id: 2
bmap plBipedWeapHUD01_ammo_bmp = <ammo_hud.tga>;

// entry: Position
// help: -1-off, 0-free, 1-upper left, 2-upper right, 3-lower left, 4-lower right
// cntl: spin -1 4 1
// id: 5
define plBipedWeapHUD01_ammo_pos = 4;

// entry: Current Ammo Panel Font
// id: 1
font plBipedWeapHUD01_c_ammo_font = <font2_gray_dig.pcx>,12, 24;
//font plBipedWeapHUD01_c_ammo_font = <font2_green_dig.pcx>,12, 24;
// entry: Total Ammo Panel Font
// id: 6
font plBipedWeapHUD01_t_ammo_font = <font1_blue.pcx>,12,16;
//font plBipedWeapHUD01_t_ammo_font = <font1_green.pcx>,12,16;


panel plBipedWeapHUD01_Ammo_Pan
{
bmap = plBipedWeapHUD01_ammo_bmp;
// entry: Ammo Panel X position
// id: 3
pos_X = 636; //636
// entry: Ammo Panel Y position
// id: 4
pos_y = 528;
digits = 50,20,4,plBipedWeapHUD01_c_ammo_font,1,plBipedWeap00_curr_ammo;
digits = 95,28,4,plBipedWeapHUD01_t_ammo_font,1,plBipedWeap00_res_ammo;
flags = overlay,refresh,visible,transparent;
layer = 2;
}

starter PlBipedWeapHUD01_Ammo()
{
// used to store the old resolution
var old_video_mode = 0;

// remove panel
if(plBipedWeapHUD01_ammo_pos<0)
{
plBipedWeapHUD01_Ammo_Pan.visible = off;
plBipedWeapHUD01_Ammo_Pan.refresh = off;
return;
}

// panel uses set position
if((plBipedWeapHUD01_ammo_pos == 0) || (plBipedWeapHUD01_ammo_pos > 4))
{
return;
}

while(1)
{
if(old_video_mode != video_mode)
{

if(plBipedWeapHUD01_ammo_pos < 2)
{
// 1-upper left
plBipedWeapHUD01_Ammo_Pan.pos_x = 0;
plBipedWeapHUD01_Ammo_Pan.pos_y = 2; // bug(?) requires a 2 pixel offset to show digits
}
else
{
if(plBipedWeapHUD01_ammo_pos < 3)
{
// 2-upper right,
plBipedWeapHUD01_Ammo_Pan.pos_x = (screen_size.x - bmap_width(plBipedWeapHUD01_ammo_bmp));
plBipedWeapHUD01_Ammo_Pan.pos_y = 2; // bug(?) requires a 2 pixel offset to show digits

}
else
{
if(plBipedWeapHUD01_ammo_pos < 4)
{
// 3-lower left
plBipedWeapHUD01_Ammo_Pan.pos_x = 0;
plBipedWeapHUD01_Ammo_Pan.pos_y = (screen_size.y - bmap_height(plBipedWeapHUD01_ammo_bmp));;

}
else
{
// 4-lower right
plBipedWeapHUD01_Ammo_Pan.pos_x = (screen_size.x - bmap_width(plBipedWeapHUD01_ammo_bmp));
plBipedWeapHUD01_Ammo_Pan.pos_y = (screen_size.y - bmap_height(plBipedWeapHUD01_ammo_bmp));;
}

}
}
old_video_mode = video_mode;
}
wait(5); // no need to update every frame
}
}



endif;

Thanks!

Last edited by LWD; 02/13/07 17:39.
Re: Help with the pos_x and pos_y of the weapon pa [Re: LWD] #111674
02/13/07 18:09
02/13/07 18:09
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Code:
  digits = 50,20,4,plBipedWeapHUD01_c_ammo_font,1,plBipedWeap00_curr_ammo;
digits = 95,28,4,plBipedWeapHUD01_t_ammo_font,1,plBipedWeap00_res_ammo;



Change the Red Marked Numbers, the first Number is X and the second one ist Y

Hope this helps u

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Help with the pos_x and pos_y of the weapon pa [Re: rvL_eXile] #111675
02/13/07 18:14
02/13/07 18:14
Joined: Jan 2006
Posts: 53
L
LWD Offline OP
Junior Member
LWD  Offline OP
Junior Member
L

Joined: Jan 2006
Posts: 53
Thanks a lot!


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