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LVZ Picture after tiles

 
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General Shadow
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PostPosted: Thu Nov 05, 2009 8:03 pm    Post subject: LVZ Picture after tiles Reply to topic Reply with quote

So i know how to do a pic before tiles:

[mapobjects]
8016,8080,IMAGE0,AfterTiles

But how can I do it before the tiles? Cause BeforeTiles didnt work icon_razz.gif
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JoWie
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PostPosted: Fri Nov 06, 2009 5:31 am    Post subject: Reply to topic Reply with quote

Use AfterBackground or if you want to go even further, BelowAll

Code: Show/Hide

; [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


; [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
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General Shadow
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PostPosted: Fri Nov 06, 2009 6:41 pm    Post subject: Reply to topic Reply with quote

Thanks, it worked
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