a way to make an overlay go onto them without having to click the spots where the icon is supposed to change? read id:55905 to know more about the problem. What should I do? I want to make the object's icon big, but don't want to deal with multi tiles. Any suggestions?
Thanks in advance,
AIR _KING--who really needs these questions answered too! newbie.10288
P.S. Need this answered too! newbie.10085
P.S. Oh and this too! code.8768
P.S. Oh Yeah! This too! newbie.10075
P.S. Don't you hate unanswered questions? I do!!!!!!!!!!!!!!
ID:265091
Jan 2 2002, 5:06 pm (Edited on Jan 2 2002, 5:15 pm)
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In response to Spuzzum
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I have:
obj Click_Here var/obj/Click_Here/C icon='Click.bmp' Click(C) block(locate(2,9,1),locate(11,6,1)) overlays+='Clicked.bmp' Need some help!!! |
In response to Air _King
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Air _King wrote:
I have: The block() gives you a list, as I said. By itself it does absolutely nothing. Once you have a list you loop through it and do your thing to every turf in it. |
In response to Spuzzum
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Ok I have this:
obj Click_Here var/obj/Click_Here/C icon='Click.bmp' Click(C) for(C in block(locate(2,9,1),locate(11,6,1))) C:overlays+='Clicked.bmp' It kinda works, but it makes th .bmp smaller and puts it on every tile of the object-not really what it wanted. |
In response to Air _King
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Air _King wrote:
Ok I have this: I'm not sure I endorse the overall approach, but since you are close to getting what you want... I don't think the auto-tiling of icons works for overlays. Why not try changing the last line to: C.icon = 'Clicked.bmp' The new tiles should take on the same icon_state as was already assigned, so the same parts should display. |
In response to Skysaw
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I don't think the auto-tiling of icons works for overlays. Why not try changing the last line to:You should also be able to set their icon_states. When bmps are used in byond, they are split up into icon_states from the lower left hand corner like a grid. so the first was is either "0,0" or "1,1", I can't remember. But anway, that way he could do it with overlays by using the the new icon() proc. |
In response to Ebonshadow
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It's zero-based with bitmaps.
Kind of inconsistent with the rest of the language, though... |
In response to Skysaw
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Start Screen.dm:11:error:C.icon:bad var
Thats why i used : and if i do C:icon it doesn't work either. Help Please!!! |
In response to Air _King
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Air _King wrote:
It kinda works, but it makes th .bmp smaller and puts it on every tile of the object-not really what it wanted. The Beta release notes contain the code you need for placing a multi-tile bitmap in code. |
In response to Deadron
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Ive tried all day long to get the icon_states proc to work for me, but it wont. Will someone give me a hint?
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To change each part of a bitmap is rather difficult. What you need to do is determine the size of the bitmap beforehand, then make a list of all of the turfs that it spans (using the block() proc). Then you set the icon of all of the turfs in that block to the new icon you want.