Digitalnumberz: Difference between revisions

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m New page: digitalnumber <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...
 
Mironov (talk | contribs)
Not digitalnumber but digitalnumberz
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digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <digitalscale>
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.   
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.   

Revision as of 07:12, 23 February 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
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim

Please note that as with gametext, minitext and friends, digitalnumber only works during events.