Patrick Posted July 4, 2009 Share Posted July 4, 2009 make the gui invisible (black) where you put it.This would be nifty with a compliant gui. Link to comment Share on other sites More sharing options...
xppxdd Posted November 7, 2009 Share Posted November 7, 2009 well… its looks really bad in game its not so clear and its big.... Link to comment Share on other sites More sharing options...
Ruins of Hell Posted November 7, 2009 Share Posted November 7, 2009 @xppxdd:> well… its looks really bad in game its not so clear and its big....You can change the size, read the tutorial.It's not supposed to be clear, if it was it would give too much of an advantage. I don't think he is still here, so if you have any problems, you will have to fix them yourself. Link to comment Share on other sites More sharing options...
minipimp Posted November 12, 2009 Share Posted November 12, 2009 one quick question before I attempt to use this, could this minimap be placed inside a picbox? Link to comment Share on other sites More sharing options...
The New World Posted November 12, 2009 Share Posted November 12, 2009 Test and find out? xD Link to comment Share on other sites More sharing options...
Cibo Posted November 28, 2009 Share Posted November 28, 2009 hello everyone i tryd to put it into a EE and a E-Stable source compiling works without problems but than i typ in /minimap nothing happens i remade it 2 times but it still not works.does anyone have it for E-Stable working?Edit: Never mind fixed it. Link to comment Share on other sites More sharing options...
Guest Posted May 14, 2010 Share Posted May 14, 2010 Where i must paste this??```'Modified to work with EE by BraitonSub BltMiniMap()Dim I As LongDim x As IntegerDim y As IntegerDim MMx As LongDim MMy As Integer ' Tiles Layer ' Select MM Tile to Use for Tiles Layer rec.Top = 8 rec.Bottom = 16 rec.Left = 0 rec.right = 8 For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(x, y).Type = TILE_TYPE_BLOCKED Then MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next x Next y ' Player Layer ' Select MM Tile to Use for Players Layer rec.Top = 16 rec.Bottom = 24 rec.Left = 0 rec.right = 8 For I = 1 To MAX_PLAYERS If Player(I).Map = Player(MyIndex).Map Then x = Player(I).x y = Player(I).y MMx = 400 + (x * 8) MMy = 32 + (y * 8) If Not I = MyIndex Then Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End If Next I ' MyPlayer Layer rec.Top = 32 rec.Bottom = 40 rec.Left = 0 rec.right = 8 x = Player(MyIndex).x y = Player(MyIndex).y MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' NPC Layer ' Select the MM Tile to use for the NPC Layer rec.Top = 24 rec.Bottom = 32 rec.Left = 0 rec.right = 8 For I = 1 To MAX_MAP_NPCS If MapNpc(I).num > 0 Then x = MapNpc(I).x y = MapNpc(I).y MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next I 'Shops (Thanks to NexSteve) rec.Top = 40 rec.Bottom = 48 rec.Left = 0 rec.right = 8 For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(x, y).Type = TILE_TYPE_SHOP Then MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next x Next y 'Walkable tiles (Thanks to Me) rec.Top = 48 rec.Bottom = 56 rec.Left = 0 rec.right = 8 For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(x, y).Type = TILE_TYPE_WALKABLE Then MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next x Next y 'Warps (Thanks to Me) rec.Top = 56 rec.Bottom = 64 rec.Left = 0 rec.right = 8 For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(x, y).Type = TILE_TYPE_WARP Then MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next x Next y'Dropped item (Thanks to Aranshada) rec.Top = 64 rec.Bottom = 72 rec.Left = 0 rec.right = 8 For I = 1 To MAX_MAP_ITEMS If MapItem(I).num > 0 Then x = MapItem(I).x y = MapItem(I).y MMx = 400 + (x * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next I ' PKers(Thanks to me) rec.Top = 104 rec.Bottom = 112 rec.Left = 0 rec.right = 8 For I = 1 To MAX_PLAYERS If Player(I).Map = Player(MyIndex).Map Then If Player(I).PK = YES Then x = Player(I).x y = Player(I).y MMx = 400 + (x * 8) MMy = 32 + (y * 8) If Not I = MyIndex Then Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If End If End If Next I 'Signs (Thanks to Braiton) rec.Top = 112 rec.Bottom = 120 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_SIGN Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Key Doors (Thanks to Braiton) rec.Top = 120 rec.Bottom = 128 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_KEY Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Doors (Thanks to Braiton) rec.Top = 128 rec.Bottom = 136 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_DOOR Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Scripted Tile (Thanks to Braiton) rec.Top = 136 rec.Bottom = 144 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_SCRIPTED Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Bank (Thanks to Braiton) rec.Top = 144 rec.Bottom = 152 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_BANK Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Heal (Thanks to Braiton) rec.Top = 152 rec.Bottom = 160 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_HEAL Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Notice (Thanks to Braiton) rec.Top = 160 rec.Bottom = 168 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_NOTICE Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Arena (Thanks to Braiton) rec.Top = 168 rec.Bottom = 176 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_ARENA Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Player House (Thanks to Braiton) rec.Top = 176 rec.Bottom = 184 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_HOUSE Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next y 'Grapple (Thanks to Braiton) rec.Top = 184 rec.Bottom = 192 rec.Left = 0 rec.Right = 8 For y = 0 To MAX_MAPY For X = 0 To MAX_MAPX If Map(Player(MyIndex).Map).Tile(X, y).Type = TILE_TYPE_HOOKSHOT Then MMx = 400 + (X * 8) MMy = 32 + (y * 8) Call DD_BackBuffer.BltFast(MMx, MMy, DD_MiniMap, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) End If Next X Next yEnd Sub``` Link to comment Share on other sites More sharing options...
balliztik1 Posted May 15, 2010 Share Posted May 15, 2010 ModDirectX Link to comment Share on other sites More sharing options...
Guest Posted May 15, 2010 Share Posted May 15, 2010 I try in Project Vertigo but.. does not work Link to comment Share on other sites More sharing options...
Robin Posted May 15, 2010 Share Posted May 15, 2010 This was built for EE2.7, not PV. Link to comment Share on other sites More sharing options...
Guest Posted May 18, 2010 Share Posted May 18, 2010 i must create something in frmMirage? but.. if i write /minimap…. nothing.. 0...i did it what tutorial say but idk where is problem Link to comment Share on other sites More sharing options...
kris_hole Posted May 19, 2010 Share Posted May 19, 2010 have you followed the tutorial exactly… not just C&P everything but actually read through the tutorial....if you did you'd know you dont have to create anything in frmmirage.Also, did you download the Template.bmp, rename it to Minimap.bmp and bang it into your GFX folder? Link to comment Share on other sites More sharing options...
Guest Posted May 19, 2010 Share Posted May 19, 2010 i did it.. Link to comment Share on other sites More sharing options...
kris_hole Posted May 19, 2010 Share Posted May 19, 2010 did what? read through it properly? downloaded the attachment and renamed it?can you try to be a bit more precise? Link to comment Share on other sites More sharing options...
Guest Posted May 19, 2010 Share Posted May 19, 2010 I did what tutorial say:.. paste all code.. download minimap.bmp… 0 error when i create .exe Link to comment Share on other sites More sharing options...
kris_hole Posted May 19, 2010 Share Posted May 19, 2010 do you mean no errors when creating the exe?did you put all teh code in the right place? Link to comment Share on other sites More sharing options...
Guest Posted May 19, 2010 Share Posted May 19, 2010 yes.. i think.. all is done.. hm.. if i write /minimap… no errors too.. but... minimap dont open Link to comment Share on other sites More sharing options...
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