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Author Topic: Transparancy(SP?) and Variables  (Read 2650 times)

Offline EvilShadowX1

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Transparancy(SP?) and Variables
« on: August 21, 2006, 09:16:17 AM »
OK quick question, is it possible to set a pictures transparancy to the value of a variable without having to use lots of forks (For me it would be a lot, 100 to be exact X.X)?

I mean, is it possible to use variables in the transparancy part of pictures somehow? Otherwise its gonna be alot of Copy-Paste-Edit >.<

EDIT: Also, how do you make it show up in the top left of the screen, been ages since I've done an ABS hud and I forgot how to do it >.<
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Offline WarxePB

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« Reply #1 on: August 21, 2006, 11:20:06 AM »
No, you can only set transparency directly, unfortunately.

And to show pictures at the top-left of the screen, get half of the picture's width and put it as the X value, and get half its height and put it as the Y value. If that doesn't work, try putting height in X and width in Y.
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Offline DragonBlaze

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« Reply #2 on: August 21, 2006, 02:38:23 PM »
You're going to have to use forks. But when it comes to ABS or CBS scripting, 100 forks is nothing. If when I'm working on a certain part of my cbs, I'm happy if I only need 100 forks.

If you display the location of the picture by variables, then it'd be easy to make the 100 forks with the move picture command. Right before the forks, set the two varaibles that determain the pictures location equal to the pictures actual location. If you're picture is going to be in a fixed location, then that really doesn't matter, but it'd still be best to use varaibles in case you want to move the location down the line, you would only need to edit two varaibles instead of 100 move picture commands.
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Offline EvilShadowX1

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« Reply #3 on: August 21, 2006, 05:50:30 PM »
Thanks guys. Now I'm just having a problem with it going *BleeP* slow when I test it >.< must be baecause I'm using 3 pictures, 1 for Life, 1 for SP Orb Outline and one for SP Orb itself >.<
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Offline coreystranick

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« Reply #4 on: August 21, 2006, 05:54:21 PM »
Jsut put in wait .1 second commands infront of alot of coding.
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Offline EvilShadowX1

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« Reply #5 on: August 21, 2006, 06:33:45 PM »
Thanks, but I found wait 0 works too (Wierd, its still waiting the same time as not waiting at all O_o) but now is there a way to make it move with the map smoothly, asin it doesn't 'Jerk' left or right or up or down (Lots of Or O_O) when I move? I don't like it doing that, if not I will have to go with being evil and displaying HUD stuff in my CMS.
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Offline Meiscool-2

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« Reply #6 on: August 21, 2006, 07:12:33 PM »
wait 0.0 will still cause lag. You should have a common event that only shows health when it changes or when you enter a new map, not having the health script constantly going at all times.
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Offline EvilShadowX1

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« Reply #7 on: August 21, 2006, 07:16:01 PM »
Hmmmm, only when It changes, maybe I should, but maybe I should do it survival horror style (I like those games, I've played all four silent hill games and like 2 Resi Evil games) and have it in your menu, I don't think anyone wants to keep seeing Neon Green bars while they walk >.<

EDIT: Question for DragonBlaze: In the CBS, how do you make your health bar be only 1 picture? it might save me some picture space in my project and keep the size down if I knew.
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Offline DragonBlaze

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« Reply #8 on: August 22, 2006, 01:57:41 AM »
Quote
Originally posted by EvilShadowX1
Hmmmm, only when It changes, maybe I should, but maybe I should do it survival horror style (I like those games, I've played all four silent hill games and like 2 Resi Evil games) and have it in your menu, I don't think anyone wants to keep seeing Neon Green bars while they walk >.<

EDIT: Question for DragonBlaze: In the CBS, how do you make your health bar be only 1 picture? it might save me some picture space in my project and keep the size down if I knew.


Its impossible to only have one picture for the health bar. You need a seperate image file for every percentage of health you want to show and use forks to display them.

If rm2k3 allowed you to scale the x or y axis of an image independently, then you could have it with only two pictures where one picture would be the empty bar and the other would be the 'filler', then you just stretch the filler image differantly for every percentage.

A 'bar' image is very small. And if you zip up your game folder, most compression programs are very good at compressing images, so 20 or even 50 bar pictures would hardly increase the overall size of your project.
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