Digitalnumberz: Difference between revisions
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setvar orientation 26 | setvar orientation 26 | ||
getactor[THISACTOR].extra TEMP | getactor[THISACTOR].extra TEMP | ||
digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536 | ||
</pre> | </pre> | ||
Revision as of 11:27, 16 August 2008
digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <digitalscale>
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example.
<x> and <y> are on-screen coordinates.
<number> is the gamevar to print the value from.
<shade> and <pal> are obviously shade and palette.
<orientation> Controls the way the sprite is drawn (see entry)
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn.
<digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.
Example code:
setvar x 300 setvar y 10 setvar shade 0 setvar pal 0 setvar tilenum DIGITALNUM setvar orientation 26 getactor[THISACTOR].extra TEMP digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536
Please note that as with gametext, gametextz, digitalnumber, minitext and friends, digitalnumberz only works during events.