|
7 registered members (3run, miwok, AndrewAMD, Quad, TipmyPip, fairtrader, 1 invisible),
637
guests, and 2
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
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
RyuMaster
OP
Member
|
OP
Member
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
flits
User
|
User
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
RyuMaster
OP
Member
|
OP
Member
Joined: Aug 2006
Posts: 155
|
Ouch! 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
Senior Member
|
Senior Member
Joined: Jun 2008
Posts: 428
|
#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: Iīm sure there was a command to add a function to a view entity otherwise you have to control it with another function. function model_rotate()
{
while(key_r)
{
ent1.x += 12*time_step;
wait(1);
}
}
on_r = model_rotate;but thatīs 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
flits
User
|
User
Joined: Jul 2007
Posts: 959
nl
|
i dodnt kow sure but you could try yhis
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
RyuMaster
OP
Member
|
OP
Member
Joined: Aug 2006
Posts: 155
|
Thanks a lot! It works. Some crashed appear, and functions like 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***
|
|
|
Moderated by mk_1, Perro, rayp, Realspawn, Rei_Ayanami, rvL_eXile, Spirit, Superku, Tobias, TSG_Torsten, VeT
|