Digitalnumberz: Difference between revisions

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setvar orientation 26
setvar orientation 26
getactor[THISACTOR].extra TEMP
getactor[THISACTOR].extra TEMP
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
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Revision as of 11:58, 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

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