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SreenObject:HELP!

 
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3hrEE
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PostPosted: Tue Jul 01, 2003 9:30 am    Post subject: SreenObject:HELP! Reply to topic Reply with quote

Ok, im having problems not bieng able to view my arena entrance LVZ,
I dont know whether its the INI ive got worng or something in the setings. Here is my INI, inluding the other Image.
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

HELP PLZ,when i enter the arena,there is a d/l,so somethin must have been uploaded,i dont know,i just ant see it icon_sad.gif.
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Doggeti
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PostPosted: Tue Jul 01, 2003 10:41 am    Post subject: Reply to topic Reply with quote

Ok, if your screen resolution is 1024x768 and the picture height is equal to or less than 128 pixels i might have found the problem.

c-512,c-512 means put top left corner of the image 512 pixels left and 512 pixels above the center of the screen.
So, with a screen resolution 1024x768 you have a total height of 768 pixels on your screen. The center is 384.
384 - 512 = -128
So the top line of the image is 128 pixels above the top of your screen -> You cant see it.

You could make the same process with the width.
1024 / 2 = 512
512 - 512 = 0
The image is at the left side of the screen. That should work.

Just reduce the second value. Change it to lets say:
c-512,c0,IMAGE1,topmost,enterzone,3000

If you want it absolutly centred do this:
c-(ImageWidth / 2),c-(ImageHeight / 2), ...
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Donkano
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PostPosted: Thu Aug 21, 2003 5:35 pm    Post subject: Reply to topic Reply with quote

Here is what my entire .ini file looks like:

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



and I want to make an image pop up to the center of the screen when you enter the zone and dissapear 20 seconds later and the name of the image is: dnk.jpg
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Cyan~Fire
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PostPosted: Thu Aug 21, 2003 5:58 pm    Post subject: Reply to topic Reply with quote

:-S Next time please edit out all the comments so we can get to the code. (No offence)

First of all, I'd reccommend splitting up this lvz since shiproll images are usually huge.

Your problem:
1) Add file=dnk.jpg.
2) Add ObjectImages:IMAGE3=dnk.jpg.
3) In [ScreenObjects] replace 'dnk' with IMAGE3.
4) Make both coordinates c-[something].

Reply if I wasn't clear enough.
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SuSE
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PostPosted: Thu Aug 21, 2003 7:11 pm    Post subject: Reply to topic Reply with quote

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


replace "x" and "y" with appropriate coords - I recommend "c-(1/2 image width),e25" or something like that (for instance, if your image is 500 pixels wide, you would use the coords "c-250,e25")

I used .png for all image extensions, of course you can use whatever you want (also used .wav instead of .wa2)

and as Cyan said, if you expect to be updating any of these files, you should probably break this up into separate .lvz files
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Ice-demon
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PostPosted: Fri Aug 22, 2003 12:09 pm    Post subject: Reply to topic Reply with quote

This is a bit off subject but i kinda forgot the command to show server controled commands :/ its *object or somthing :/
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PostPosted: Fri Aug 22, 2003 1:23 pm    Post subject: Reply to topic Reply with quote

"*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)
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k0zy
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PostPosted: Sun Aug 24, 2003 7:11 am    Post subject: Reply to topic Reply with quote

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)


don't ferget to put a coma ( , <-- this thingy) after EACH object number...
so "*objset +1,+4,-23,-12" won't triger the last object, "*objset +1,+4,-23,-12," will trigger every object
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PostPosted: Sun Aug 24, 2003 7:50 am    Post subject: Reply to topic Reply with quote

oooh, fun sa_tongue.gif
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