ok so I wanted to make like 5 hotkeys for techs but i wanted to make like each a 1 box grid for each one so im wondering if it's possible to like drag a tech from a grid list into the 1 box grid and use the tech in that grid as a hotkey? and how would i do this
In response to Mastergamerxxx
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Mastergamerxxx wrote:
uhh what do you mean by procedural names? He means that every technique will have to be called by Use(), in which case using a single proc like he did would cause every technique to do the same thing. So in order for it to work each /Tech/ would have to be called by a Use() proc of its own. For example, if you made /Tech/Fireball, you'd have to make the fireball do its thing in /Tech/Fireball/proc/Use(). If you tried /Tech/Fireball/proc/Fireball() it wouldn't work with this system. It COULD work with a single Use() proc, but it would just cause the proc to be huge if you have a lot of techniques. |
so im guessing the easiest way is just to use a hotkey system via on screen drag and drag and drop or is there a different way of doing a hotkey/drag and drop for interface
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In response to Mastergamerxxx
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Mastergamerxxx wrote:
so im guessing the easiest way is just to use a hotkey system via on screen drag and drag and drop or is there a different way of doing a hotkey/drag and drop for interface The way I do it is with screen objects and MouseDrop(). There isn't really an "easiest" way with programming, it's more about efficiency and what makes sense to the programmer. |
I just thought of something is it possible to add a 2nd map element below the main map and use that as a hotkey bar screen object? would that affect anything gameplay wise like lag or possible map or button or something jumping between the 2 maps
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In response to Mastergamerxxx
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Mastergamerxxx wrote:
I just thought of something is it possible to add a 2nd map element below the main map and use that as a hotkey bar screen object? would that affect anything gameplay wise like lag or possible map or button or something jumping between the 2 maps This has been possible for quite some time. And no, it won't cause "lag". The map element will only update when you add/remove objects from it. |
ok so how would i go about doing that i never really messed with using a 2nd map do i make a blank map file or just a map interface window do i unset it form default i dunno how to really do anything with a 2nd map
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You put a second map on the interface, and name it.
Then you add objects to the client's screen list using a screen loc in this format: "mapname:[x]:[px],[y]:[py]" |
pixel_x and pixel_y.
I'm going to post a short guide on screen objects because there are huge misconceptions in how they work. Bear with me a bit. |
one question im wondering is if i say replaced my 32x32 grid boxes with 32x32 sized maps would the icons added to those maps but super small or would they be normal sized icons?
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I'd advise not using a large number of map elements. Use as few as you need. They tend to be a bit... Well, flickery when you have more than a half dozen or so.
If you did this, though, you would be able to specify the icon-size property on the maps, which will allow you to specify how icons appear on them. |
For example (in pseudocode):
Now, that is just one way to go about this. In the end, it all depends on what you want to do and how your system is set up. If all the techniques have different procedure names for its functions, obviously this method will not work.