Carim123 Posted November 2, 2011 Author Share Posted November 2, 2011 @Rory:> That's nifty :)Thanks. =D@psyDelic:> I find it very useful while mapping. Have you looked into limiting the display map to the players picscreen size?Easy to add, and I have done it. I have no plan to share it, considering the code here is an incredibly washed down version of my own one. ;DAlso, the blank tile type is to simply make it not show up on the minimap. With some extra checks in CheckDirection, and several other server-side edits, you can make it so that it acts like a blocked attribute, and cannot be walked on. Link to comment Share on other sites More sharing options...
Growlith1223 Posted January 6, 2012 Share Posted January 6, 2012 Hey i keep getting an error when trying to add this in…when i try to compile it, it says:```Compile error:Statements and labels invalid between Select Case and first Case.```And then it highlights:```Call Engine_BltFast``` :Oplz reply DX Link to comment Share on other sites More sharing options...
emblem Posted January 6, 2012 Share Posted January 6, 2012 This is like, three posts condensed into one. Bear with me. :D@Whack:> ```> Minimap = Minimap> ```… Oh lordy.* * *@Growlith1223:> Hey i keep getting an error when trying to add this in…when i try to compile it, it says:> ```> Compile error:> Statements and labels invalid between Select Case and first Case.> ```And then it highlights:> ```> Call Engine_BltFast> ``` :O> plz reply DXSee this part?``` Select Case Npc(MapNpc(i).num).Behaviour Call DDS_BackBuffer.BltFast(MMx, MMy, DDS_MiniMap, NPCrect, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End Select```Change it to this:``` Engine_BltFast MMx, MMy, DDS_MiniMap, NPCrect, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY```* * *@Debbie:``` If Map.Tile(X, Y).Type = Map.Tile(X, Y).DirBlock >= 1 Then```What the hell are you trying to do here? xD Link to comment Share on other sites More sharing options...
Whackeddie99 Posted January 6, 2012 Share Posted January 6, 2012 lol Scootaloo I didn't know what I was doing there mate Link to comment Share on other sites More sharing options...
emblem Posted January 6, 2012 Share Posted January 6, 2012 I noticed haha Link to comment Share on other sites More sharing options...
Growlith1223 Posted January 7, 2012 Share Posted January 7, 2012 Ok so i did what you told me and now it's highlighting a different peice of code, it highlights:If frmEditor_Map.optBlank.Value Then .Type = TILE_TYPE_BLANKI put it in a place that i think was right :SI put it in:```Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)```Because i couldn't find the End With statement :s Link to comment Share on other sites More sharing options...
Growlith1223 Posted January 7, 2012 Share Posted January 7, 2012 NVM i got it working! i didnt know mapeditormousedown was in the modGameEditors.bas :S Link to comment Share on other sites More sharing options...
Notsu Posted February 2, 2012 Share Posted February 2, 2012 hmm… How to render it over picScreen? I'm trying with MMx, MMy values but it works only on the picScreen :/ Link to comment Share on other sites More sharing options...
Wucker Posted February 2, 2012 Share Posted February 2, 2012 because the picScreen is where Engine_BltFast draws to. if you want it not to be in picScreen, then use Engine_BltToDC, but you won't be able to mask Link to comment Share on other sites More sharing options...
Mondo Posted April 13, 2012 Share Posted April 13, 2012 Amazing! Works great!Thank you for sharing this! :D Link to comment Share on other sites More sharing options...
fernz123 Posted April 13, 2012 Share Posted April 13, 2012 Looks good.Thanks for showing screenshots of it unlike on some other tutorials I've been looking at Link to comment Share on other sites More sharing options...
sirebrus Posted May 1, 2012 Share Posted May 1, 2012 @Debbie:> Now, in modConstants, add;> > ```> Public Const TILE_TYPE_BLANK As Byte = 16> ```> Change the 16 to whatever your constant is.Where would I find this out? Link to comment Share on other sites More sharing options...
Justn Posted May 1, 2012 Share Posted May 1, 2012 It goes in numeric order (1,2,3,4,5,6,7) after u add it in the tile constants look above at the previous one.there will be an "= #" . The # will be an actual number (1,2,3,4,5, ect) not the # symbol u just will add one to(+1) that number and place it in the line of code u just added.. is this question for real? Link to comment Share on other sites More sharing options...
sirebrus Posted May 1, 2012 Share Posted May 1, 2012 Errr. >.< I was thinking too much into it… Sry...*Edit*How can I make it so that my character doesn't speed walk when the minimap is on? Link to comment Share on other sites More sharing options...
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