Hey guys,
Is there anyway, through script, configuration or otherwise, to hide mode bar and minimap from the beginning? And that message box, which stands at the bottom of the screen, is there anyway to remove it?
Also, is there anyway of restoring the "shadow" over a part of the maze that the player has already explored? I built a maze and would like that the player could really lost his track in it, dont know where he came from or the paths he already chose... but the problem is that, even if I put doors at the junction and comand these doors to be closed when the player goes through, that part of the maze continues visible.
Cheers!
Hide modebar and Minimap from the beginning?
Débuté par
el.sombrero
, oct. 07 2012 09:40
#1
Posté 07 octobre 2012 - 09:40
#2
Posté 08 octobre 2012 - 12:47
Hi el.sombrero
(I just replied to your other post about capturing player text actually.)
My mapping system has a way of making the "maps unavailable". Check my Mapping System on the Vault.
Cheers.
Lance.
(I just replied to your other post about capturing player text actually.)
My mapping system has a way of making the "maps unavailable". Check my Mapping System on the Vault.
Cheers.
Lance.
Modifié par Lance Botelle, 08 octobre 2012 - 12:48 .
#3
Posté 08 octobre 2012 - 10:05
The overland map OnEnter script in SoZ activates and deactivates certain GUIs (like the mode bar). I was able to modify it so that the mode bar stays visible on the OLM, allowing players to use the search and track skills. It could just as easily be deactivated in non-OLM areas.
I know there's a function to make all of an area appear on the minimap, even if you haven't opened all doors yet, but I'm not aware of a function that does the opposite.
I know there's a function to make all of an area appear on the minimap, even if you haven't opened all doors yet, but I'm not aware of a function that does the opposite.
#4
Posté 09 octobre 2012 - 08:19
Uhm... maybe I could arrange myself with this "all visible" function. Do you know which is?
thx!
thx!
#5
Posté 11 octobre 2012 - 11:49
Hi el.smombrero,
If you want to remove the actual GUI (graphical user interface) .... or any specific user inteface, then you will have to become familar with coding in XML, which is a language used to program GUIs. I sent you a link in my other post to you about "capturing player text".
Once you understand how to access the GUIs by adding a line to the associated XML script, then you can swicth the GUIs on or off via script.
These issues (and your text capturing query) can all be answered by understanding how to program with XML, which is the tutorial you can download.
Alternatively, if you can wait until my module's release, I handle all those things you are asking in my module already. They all use XML coding.
Cheers.
Lance.
If you want to remove the actual GUI (graphical user interface) .... or any specific user inteface, then you will have to become familar with coding in XML, which is a language used to program GUIs. I sent you a link in my other post to you about "capturing player text".
Once you understand how to access the GUIs by adding a line to the associated XML script, then you can swicth the GUIs on or off via script.
These issues (and your text capturing query) can all be answered by understanding how to program with XML, which is the tutorial you can download.
Alternatively, if you can wait until my module's release, I handle all those things you are asking in my module already. They all use XML coding.
Cheers.
Lance.
#6
Posté 12 octobre 2012 - 05:41
As a side note, Lance, your BOOK system, combined with totally disabling the map, seems like a great way to go "old-school" and provide players various qualities of maps according to the plot and their purse...
#7
Posté 12 octobre 2012 - 05:51
Hi Happycrow,
I am very much "old school".
So, having the systems I have made will give it that feel ... I hope. 
For your information, I have updated my book system again, but not yet uploaded it to the Vault, as it may confuse people. However, if you have the chance to play my mod (when I finish it), you will see that I updated the system to allow books that have images and keep the book the same size.
So, I have images between text, etc, that look really good (I think so anyway). All I did was turn the code into allowing the background GUI image to change with each turn of the page. That way, you simply provide a book image (for each pair of pages) showing the new text/image. If you have no intentions of dynamically updating the text (which my system does already), then having the background image change is a better way of handling text/image pages.
Lance.
I am very much "old school".
For your information, I have updated my book system again, but not yet uploaded it to the Vault, as it may confuse people. However, if you have the chance to play my mod (when I finish it), you will see that I updated the system to allow books that have images and keep the book the same size.
So, I have images between text, etc, that look really good (I think so anyway). All I did was turn the code into allowing the background GUI image to change with each turn of the page. That way, you simply provide a book image (for each pair of pages) showing the new text/image. If you have no intentions of dynamically updating the text (which my system does already), then having the background image change is a better way of handling text/image pages.
Lance.
Modifié par Lance Botelle, 12 octobre 2012 - 05:52 .





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