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Thread: Advanced HUD Tools

  1. #211
    Wirererer Lancelot's Avatar
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    Default Re: Advanced HUD Tools

    I'll try to figure this out. After my current project.
    You know what I hate? Sentences with ridiculous and very purposefully implanted subliminal messages.

    Chinoto: I just explained an idea that requires no parenting or bacon sensor.

    MOOCOW Admin Mod Beta Tester

  2. #212
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    The ever-requested circle is here!



    They also come in a [BETA] filled mode! (works for solid color, looks crummy in transparent, and looks worse at large sizes... ergh, works fine unfilled though!)
    Attached Thumbnails Attached Thumbnails Advanced HUD Tools-circles.png  

  3. #213
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    why $ prefixed? just check for (uppercase) letters
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  4. #214
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by TomyLobo View Post
    why $ prefixed? just check for (uppercase) letters
    There's some ambiguity in the syntax at the moment, as constants can have numbers in them, they overlap with other pattern matches, causing variables to be miss-recognised as constants.

    I'll fix this at some later stage, but the simplest thing to fix it was to add something unique, and no other value can have a $ start - made for easy parsing.

    Also; I got fed up with messing with Lua patterns, and wanted a change of pace :P

  5. #215
    Wirererer Count23's Avatar
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    Default Re: Advanced HUD Tools

    Is there a problem with the advanced hud's drawing position? I tried to draw text boxes and no matter what happens, they only draw in teh top left corner, regardless of the x/y coordinates given to them.

  6. #216
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by Count23 View Post
    Is there a problem with the advanced hud's drawing position? I tried to draw text boxes and no matter what happens, they only draw in teh top left corner, regardless of the x/y coordinates given to them.
    Are you using the indicator from within a pod? If so, there is a known bug with v1 where the positions wont update until at least one changes to push an update.

    There are posts about this a few pages back iirc.

  7. #217
    Wire Sofaking emspike's Avatar
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    Default Re: Advanced HUD Tools

    For circles you should be able to fill in sectors.

    Also, you should have a point-to-point line that can use rope/trail/wire textures.

    EDIT: Could you perhaps register E2 functions that can turn screen coordinates into world coordinates and vice versa? Could be useful for hybrid-coordinate HUDs.

  8. #218
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    the screen is client-side, so no
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

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  9. #219
    Wire Noob Yukondano2's Avatar
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    Exclamation Re: Advanced HUD Tools

    Quote Originally Posted by moggie100 View Post
    Are you using the indicator from within a pod? If so, there is a known bug with v1 where the positions wont update until at least one changes to push an update.

    There are posts about this a few pages back iirc.
    Yeah..... here is the thing.
    I use this thing, set up a cross hair on a non player character, and The freaking cross hair is somewhere out in space. What i haven't tried is using a beacon sensor attached to it. I'm just wondering why its doing that? i set it to world positions, wire the 1 input on the adv pod controller to the target finder, and that glitch happens. I can fix it, I'm just confused why it glitched in the first place.

  10. #220
    billywitchdoctor.com Schilcote's Avatar
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    Default Re: Advanced HUD Tools

    Umm... I'm pretty sure that's not how it works. You need to wire X Y and Z to the World_X WorldY and World_Z outputs of a beacon sensor hooked up to your target finder.

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