Code: Show/Hide OutFile=Public.lvz
File=DRsafe.jpg File=DRentrance.jpg [Objectimages] IMAGE0=Drsafe.jpg IMAGE1=DRentrance.jpg [mapobjects] 8000,8000,IMAGE0,aftertiles,showalways [screenobjects] c-512,c-512,IMAGE1,topmost,enterzone,3000 |
Quote: |
; OutFile specifies lvz file data is written into and it is overwritten if already present OutFile=gfxshpflg.lvz ; With File= you can specify files that are placed into Continuum's zones\<zone name> ; directory or zones\<zone name>\arenaname directory if lvz file is used in subarena. ; As Continuum looks for graphics and sound files from zones\<zone name>\arenaname, ; zones\<zone name> you can customize all graphics and sounds File=ships.bm2 File=Jvroll.bm2 File=Lvroll.bm2 File=Sproll.bm2 File=Teroll.bm2 File=Waroll.bm2 File=Wbroll.bm2 File=Weroll.bm2 file=flag.png File=bomb3.wa2 File=Commands.hlp ; [objectimages] section specifies images used by [mapobjects] and [screenobjects] ; section later. Syntax of image is following: ; IMAGE<number>=<filename>,<x tiles>,<y tiles>,<anim period> ; where <number> is 0-255, <x tiles>,<y tiles>,<anim period> are optional parameters ; that are used to specify animated images. if <x tiles> and <y tiles> present, ; image file is treated as collection of x*y images. <anim period> is given in 1/100th ; seconds and determines speed of animation [objectimages] IMAGE0=ssshield.bm2,10,1,100 IMAGE1=b_ad0.bmp IMAGE2=medal.bm2 ; [mapobjects] section specifies object locations on map. Syntax of mapobject ; specification is following ; <x coord>,<y coord>,<image>,<layer>,<mode>,<display time>,<object id> where ; <x coord> and <y coord> are where upper left pixel of the image is placed on map. ; center is 8192,8192, top left 0,0, bottom right 16384,16384. <image> specifies what ; images is displayed from [objectimages] section and has format IMAGE<number>. ; <layer> is one of following: BelowAll,AfterBackground,AfterTiles,AfterWeapons, ; AfterShips,AfterGauges,AfterChat,TopMost and specifies when the image is displayed ; ie if ships go behind or above it on user screen ; <mode> is one of following: ShowAlways,EnterZone,EnterArena,Kill,Death,ServerControlled ; and specifies when the object is displayed. ; ShowAlways: is default and means that this object is visible. ; EnterZone: object is displayed to players who enter zone for <display time> ; EnterArena: object is displayed to players who enter arena for <display time> ; Kill: object is displayed to players who kill somebody else for <display time> ; Death: object is displayed to players who die else for <display time> ; ServerControlled: object is displayed when moderator issues *objon for <display time> ; <display time> is given in 1/100th seconds ; <object id> is optional number that specifies object id, so that object can be ; turned on and off with *objon and *objoff server command or moved around by bots [mapobjects] 8192,8192,IMAGE0,AfterTiles,ServerControlled,500,1 0,0,IMAGE2,AfterTiles ; [screenobjects] section specifies object locations on user's screen. Syntax is following: ; <x coord>,<y coord>,<image>,<layer>,<mode>,<display time>,<object id> where ; <image>,<layer>,<mode>,<display time>,<object id> are same as in mapobjects ; <x coord> and <y coord> are coordinates on screen relative to reference points: ; no prefix - upper left corner of screen ; prefix C - screen center ; prefix B - bottom-right corner ; prefix S - stats box lower right corner ; prefix E - below energy bar/spec data ; prefix G - top right corner of specials ; prefix F - bottom right corner of specials ; prefix W - top left corner of weapons ; prefix V - bottom left corner of weapons ; prefix T - top left corner of chat ; prefix R - top left corner of radar ; prefix O - top left corner of radar text ; note that x and y can have different prefixes, R-10,B-10 for example ; see also refpoints.gif [screenobjects] C-146,29,dnk,AfterChat,EnterZone,3000 12,12,IMAGE0,AfterTiles,ServerControlled,100000,1000 |
Quote: |
outfile=whatever.lvz
file=ships.png file=wbroll.png file=jvroll.png file=sproll.png file=lvroll.png file=teroll.png file=weroll.png file=nwroll.png file=shroll.png file=bomb3.wav file=flag.png file=commands.hlp file=dnk.png [objectimages] image0=dnk.png [screenobjects] x,y,image0,aftergauges,enterzone,2000,0 |
Akai wrote: |
"*objon #", "*objoff #" where # = the object id assigned in .lvz (last value of mapobject or screenobject line)
you can also use "*objset +#,-#" where # = the object id assigned in .lvz (last value of mapobject or screenobject line) you can have virtually as many #'s listed as you want for example, you could do "*objset +1,+4,-23,-12" and that would turn on objects 1 and 14 and turn off objects 23 and 12 (publicly - send privately and it will do the same for the person sent to) |