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1) show me example scripts2) explain the different cases and how they would work3) max count of layers?
procedure InterfaceText(ID,ItemID: Byte;Text: String;X,Y: Word;Color: LongInt;InServerMenu: boolean;FontID: byte;Scale: Single);Parameter Info: ID (Byte): Player ID to send this text to. ItemID (Byte): ID for the interface item, number from 1 to 10. See description for more info. Text (String): Text to draw on the players screen. X,Y (Word): X,Y coordinates where you want the text to appear. Maximum 640/480 Color (LongInt): Color for the text. Can be alpha transparent, using the ARGB function. InServerMenu (Boolean): True/False if you want this text to only be visible when the F11 Server Menu is open. FontID (Byte): Font ID to use for the text drawing. See description for examples Scale (Single): Scale to use for the text. Default 1.0Description:This function will write the specified text on the players interface. The ItemID parameter is shared between all the Interface/World Text/Image functions, meaning if you use ItemID 3 for InterfaceText, and then use the same ItemID 3 for WorldImage, the text you drew with InterfaceText will be replaced with the WorldImage image.Any text you draw will remain wherever you drew it until you call this function again with the Text parameter set to a blank string and the ItemID of the one you want to remove. This text is not removed when a map changes.FontID Examples.... (All using default 1.0 Scale)Not much difference except boldness, font size, and shadows.
procedure WorldText(ID,ItemID: Byte;Text: String; X,Y: Single;Color: LongInt;FontID: byte;Scale: Single);Parameter Info: ID (Byte): Player ID to send this text to. ItemID (Byte): ID for the interface item, number from 1 to 10. See description for more info. Text (String): Text to draw on the players screen. X,Y (Single): X,Y world coordinates where you want the text to appear. Color (LongInt): Colour for the text. Can be alpha transparent, using the ARGB function. FontID (Byte): Font ID to use for the text drawing. See description for examples Scale (Single): Scale to use for the text. Default 1.0Description:This function will write the specified text at the specified world XY. "World XY" means the coordinates of an area on the entire map. The ItemID parameter is shared between all the Interface/World Text/Image functions, meaning if you use ItemID 3 for WorldText, and then use the same ItemID 3 for InterfaceImage (or any other Interface/World function), the text you drew with WorldText will be replaced with the InterfaceImage image.Any text you draw will remain wherever you drew it until you call this function again with the Text parameter set to a blank string and the ItemID of the one you want to remove.All World/Interface text is automatically removed when a map changes.
Those functions took maybe an hour to implement solo, the new devs should be able to do it in no time. It is just a bunch of text arrays and functions that already existed in the source. I don't have a copy of my code any more.
Are you still working on script core?
Also, having that stuff limited to certain (low) amount of layers doesn't sound like a great idea, some other solution would be nice.
I mailed nscQuote from: Nick CooperThose functions took maybe an hour to implement solo, the new devs should be able to do it in no time. It is just a bunch of text arrays and functions that already existed in the source. I don't have a copy of my code any more.
Quote from: tk on February 14, 2012, 03:31:34 pmAlso, having that stuff limited to certain (low) amount of layers doesn't sound like a great idea, some other solution would be nice.Whats the 'other solution'?