p{#}smenu {x1} {y1} {x2} {y2}
~Determines the position of players in select screen.
~ {#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space around {#} though.
~{x1} and {y1} determines player's position.
~{x2} and {y2} determines player's "Ready!" position.
~ x and y are the number of pixels, right and down respectively, from the top left corner of the screen to the player's offset (for x1 and y1) or to the top left corner of "Ready!" text.
set MODE1
skipselect playername playername etc
select data/levels/select.txt
file data/levels/stage1.txt
skipselect {name} {name} {name} {name}
~This command makes select screen and join in selection skipped in current level set. Players will automatically use certain defined player.
~{name} is the name of loaded player in models.txt (see above). The 1st one is for 1st player, 2nd for 2nd player and so on.
~MAKE SURE the defined player are loaded before using this!
~You can empty all values to skip default select screen. However don't forget to set select screen text right after it.
~You can set a different player for each level (4287+). Example:
set Practice
file data/levels/select.txt
z 460 460
file data/levels/select1.txt
z 460 460
file data/levels/select2.txt
panel data/bgs/levels/select1.png
order a
settime 0
notime 1
spawn1 60 460 0
rock 1
Is there a function that I can set the z position (toward the screen or further away from the screen)?example p1menu 180 240 180 240Code:p{#}smenu {x1} {y1} {x2} {y2} ~Determines the position of players in select screen. ~ {#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space around {#} though. ~{x1} and {y1} determines player's position. ~{x2} and {y2} determines player's "Ready!" position. ~ x and y are the number of pixels, right and down respectively, from the top left corner of the screen to the player's offset (for x1 and y1) or to the top left corner of "Ready!" text.
for custom select screen, it's just like stage file but you just add the background only, no panels etc.. then you add it to your level set like this
Is there a function that I can set the z position (toward the screen or further away from the screen)?
Right now I am trying to make the character appearing behind the character selection image, but I can't seem to find the function/script on the manual.
Yes, I know I can set it up with the changeentityproperty with "position" at the waiting animation on the character, but then I have to deal with getentityproperty "x", "y"
I was just wondering if there was a function/script or a better way to do it,
Thank you
you can just use NULL() at both X an Y positions, if you just want to change the Z one.Yes, I know I can set it up with the changeentityproperty with "position" at the waiting animation on the character, but then I have to deal with getentityproperty "x", "y"
Ahh, I totally forgot about the NULL() for X and Y! thank youyou can just use NULL() at both X an Y positions, if you just want to change the Z one.
And yes, you can controll the Z position of an entity on the select screen (not the graphics) using script.
this is what I do with this select screen - the bg is an entity and the cover is another one
That short blink you see is not related witht he script itself, but it happens thanks to how I call it:
On previous versions of my tutorial (like on the video), I used updated.c to call this entity and this happens.
Now I moved the code to update.c and the issue is gone (PDC2 has this updated version)