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SGT_FW
by Aku_Aku. 05/31/26 11:05
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0 registered members (),
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Re: removing bitmaps
[Re: rtsgamer706]
#314427
03/08/10 15:53
03/08/10 15:53
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Do you use panel objectsto display the bitmap? Anyway you can use something like this:
void IntroText_SwitchOff()
{
reset(myIntroPanel,VISIBLE);
}
void main()
{
...
on_anykey = IntroText_SwitchOff;
}
If this makes no sense to you and you are still unable to solve your problem, maybe showing the important code parts might get you some more (practical) help.
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Re: removing bitmaps
[Re: rtsgamer706]
#314466
03/08/10 19:32
03/08/10 19:32
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Sorry, yeah it should be SHOW as Rei stated.
It looks like you just copy&paste that, of course that cannot work. Maybe post the important snippet of your code using the [ code ] ... [ /code ] tags (without the spaces)
edit: I asked if you use PANELs to display the bitmaps. Of course you have to change the "myintropanel" into YOUR panel name.
Last edited by Xarthor; 03/08/10 19:34.
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Re: removing bitmaps
[Re: Xarthor]
#314877
03/11/10 18:45
03/11/10 18:45
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Joined: Dec 2009
Posts: 361
rtsgamer706
OP
Senior Member
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OP
Senior Member
Joined: Dec 2009
Posts: 361
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I do use Panels for my bitmaps if that helps in any way. I changed the name and everything but still nothing happens on any_key. I have put the "on_anykey" line in function main(). I made a void main() and put it in that! Still absolutely nothing happens on any key.
here is the first bit of my code:
PANEL* first_pan = { pos_x = 135; pos_y = 90; layer = 2; bmap = intro; flags = OVERLAY | VISIBLE; }
PANEL* back_pan = { pos_x = 0; pos_y = 0; layer = 1; bmap = backg; flags = OVERLAY | VISIBLE;
}
void Intropic_off() { reset(intro, SHOW); }
//and then at the end:
function main () { level_load ("fl_bg.hmp"); ent_create ("WBC.mdl", vector (-35, 0, 10), white_bc); ent_create ("helper T cell.mdl", vector (35, 25, 10), helper_cell); ent_create ("RBC.mdl", vector (40, 0, 10), red_bc); ent_create ("RBC.mdl", vector (80, 0, 10), red_bc); ent_create ("RBC.mdl", vector (0, -30, 10), red_bc); ent_create ("new bacteria.mdl", vector (80, -80, 10), bacterias); ent_create ("new bacteria.mdl", vector (50, -10, 10), bacterias); ent_create ("RBC.mdl", vector (98, -75, 10), red_bc); ent_create ("RBC.mdl", vector (128, -100, 10), red_bc); ent_create ("RBC.mdl", vector (88, -30, 10), red_bc); vec_set (camera.tilt, vector (-30, 0, 0)); while (1) { vec_set (camera.x, vector (wbc.x-120, wbc.y, wbc.z+50)); on_anykey = Intropic_off; wait (1); } }
I hope this helps
rtsgamer706
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Re: removing bitmaps
[Re: rtsgamer706]
#314888
03/11/10 19:21
03/11/10 19:21
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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No problem Im happy to hear that it works (: When u have questions PM me (: WFG Progger
Last edited by Progger; 03/11/10 19:21.
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