As far as I'm aware, this is only doable with custom interfaces. You get to set the interface location upon creating it. But modifying the location through the source? I don't think it's possible, at least I haven't seen it being done.
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heya. i know we can send interfaces to lock on to the screen,
such as the tabs etc.
but is it possible to get the interfaces to any spot we want?
like if you spawn interfaces, they are always send to the middle. and most of em can be used as fullscreen interfaces.
but let's say, i want interface 1129 to be at the left corner of my screen.
and on another interaction to the right bottem etc etc.
all help is appreciated
As far as I'm aware, this is only doable with custom interfaces. You get to set the interface location upon creating it. But modifying the location through the source? I don't think it's possible, at least I haven't seen it being done.
alright. that's clear.
then i have to place the interfaces on the right x/y whilst making em.
Buuuut. is it possible to make interfaces move from a certain spot to another spot?
ALright it sounds dumb if i say it like this.
but lets say we have a interface number 2000.
Start X and start Y is 500 and 500.
Can we make the interface move with a code?
like when we make cutscenes we can move the camera from certain positions and make it move to another position of our choice.
Can we also do that with interfaces? or atleast make em not locked. so if we move the camera we will move the interface slowly.
it all may sound weird, but i love to be in controll of everything.
All help is appreciated.
i know i can exactly what i did. but for cinematic purposes i'm all in for fade in and fade out, and panning/zooming. everything is possible except for the interfaces.
I tried a few things to convert the actionlist commands into moving the interface sprites but it just doesnt work xd.
Everything should be possible, but it has to be found out how it needs to be done.
SO still need help on this
For interface 1129, the only thing on that interface is text, so you could use string modifiers to move the text to a certain area on the screen, like <br>.
For other interfaces, the location of the interface on the screen is defined by the x and y lengths of the window, mess around with the settings of your game window and the interface. (i.e interface 548fixed and 758resizable or w/e) Don't think that can be done through strictly the source, unless you wan't to connect it to the client manually for more efficient changing.
That's so stupid, creating different interfaces just to move their location... Learn to adapt to better practises rather than creating repetitive excess shit
well i used to copy the same interface and change it's alpha to 5 different lvls, so it seems like it is fading out.
Ofcourse that's a horrible way of doing it, but.
Could it be possible that someone could make a change alpha code.
we can change the value's of the interfaces like if a certain component is visible or not.
* the same way for hiding interface components etc etc* instead of having it to edit in the interface editor.
so the id, and the component + if its true or false will make it hidden.public void sendHideIComponent(int interfaceId, int componentId,
boolean hidden) {
can we do this for the alpha channel aswell?
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and about locking the interfaces.
We can make text, gfx etc etc spawn at a specified worldtile.
This could help defining stuff for quests etc.
But yes... I tried it aswell with interfaces, to lock a interface on a specific worldtile.
But it did not work.
In the cache are stored a few sprites that are used as icons on certain worldtiles.
There are a few gfx effects *which are sprites* but stored in i dunno which format, which are spawned worldtiles.
Like a symbol of a cooking trainer, or agility trainer etc etc etc.
Can we make sprites spawn aswell? or is there any cache editor that can make us able to store any file in any index?
*apology's for the questions* but google aint helping on this 1
What a great attitude to have towards life. I guess if you can't ride a 2 wheel bike, just stick with a tricycle, because you don't fucking deserve to learn to ride. Idiot...
Don't understand what you're talking about with sprites, worldtile and all that anymore. With the placement of the interface it's client sided and to do with where the interface is sent on the game window you're playing on.
The trainer icons are objects or npcs I believe that are spawned on top of the npc's tile. (last i checked)
And you can easily add a dimming feature to the screen, don't know how you could add it to just a certain interface though.
aha,
well thing is, Fade screen does not fade the interfaces atleast i tried a few sorts.
fadinginterface lets the interface stay while we can click through it
But once fadescreen is set, the interface closes and fade screen happens. * so not what i need*sendFadingInterface
I tried usingaswell, but whilst using this the interface will stay in the front.sendScreenInterface
while the background will fade black.
and indeed. they were objects. i totally forgot about it. is there any object packer which allows us to pack objects properly?
dragonkk's cache editor does not do this. the objects turn out into null or nothing at all.
xd.
is there anyways to make the interface fade aswell? or atleast use it as a background interface which does not dissapear so it will fade aswell.
I know my questions are quite vague. xd
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