Set player position in select screen

kimono

Well-known member
Hi, I've read the Openbor Manual and I don't know how to set the character position in screen (I'm in 640X480 video mode).

I also wish to change the background select screen when player is chosen.

I'm sorry for my noobish questions...thanks for your help!  :D
 
you mean set position in the select screen? (in manual this info is under the HUD settings section)  you use this command, and add it too LEVELS.TXT 

Code:
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.

example  p1menu 180 240 180 240

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

Code:
set	MODE1
skipselect playername playername etc
select	data/levels/select.txt
file   	data/levels/stage1.txt

you will also need to use  skipselect so you don't get two select screens, check manualk for usage.  (This info is under LEVELS.TXT section)

Code:
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:

HTH

 
@Beastie: I've got some hard time because I copy your example p1menu and the correct command is p1smenu, finally it works, thank you! I've don't tried the select scene for now, I hope I can make it with a smooth effect.
I've just got the idea to begin with select anim and end with spawn anim for a nice transition.

@Bloodbane: Thanks Bloodbane, I'll see what I can do with this.

The good new is that an alpha demo is coming soon, thanks to you both!  ;)
 
Here is the result for the select screen (see 0:38):
And here is the levels text:
Code:
set	Practice
file	data/levels/select.txt
z	460	460
file	data/levels/select1.txt
z	460	460
file	data/levels/select2.txt
and select.txt:
Code:
panel	data/bgs/levels/select1.png
order           a 
settime	        0
notime		1
spawn1		60 460 0
rock		1
Can I make the player(s) waiting until the gates are opened, a better way to do it with maybye a small screen shaking?
 
Code:
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.
example p1menu 180 240 180 240

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
 
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

Sorry, no. The text based select screen adjustments do not have a Z axis parameter.

DC
 
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"
you 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)
 
you 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)
Ahh, I totally forgot about the NULL() for X and Y! thank you
I've tried the to change the z axis for the screen animations and the character selection sprite in the updated.c, but the characters were still always in front of everything.
I am still trying to understand the difference between the update.c and updated.c when I need to use one or the other.

Thank you very much
 
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