Screenlock Status Bars
Is there a way you can make the status bar have a screenlock animation as well as the sidebars?
by utilising the power of dinkc
i guess it is possible, but not exactly with the screenlock bars themselves. it requires another animation that exists on every single screen (don't go into the editor to do this, i will tell you how later)
to get started, make an animation the same dimensions as the screenlock status bars. then, you have to put them in the graphics folder and/or any subdirectory (it doesn't have to be in the graphics folder, although most graphics are) and then you have to edit the dink.ini file.
place the lines in dink.ini so that the animation works, for more information on this consult the dink help file. now that you have the graphics set up, it is now time to put them into your dmod
now you need a script to place them on every screen with a screenlock. when the screenlock dissapears, then we need to destroy or kill the graphics. to do this, we will start off with a simple script to make the screen lock:
void main (void)
{
if (&story == 2)
{
screenlock(1);
spawn(name of animation controller script-it doesn't exist yet, so just make up a name);
}
now we need the controller script.
void main (void)
{
loop:
int &bar_anim
//no i havn't tested this, but i'm assuming it works
&screenlock = screenlock();
if (&screenlock == 0)
{
editor_sprite(blahblahblah i can't remember what to do here, just make the dang thing DIE!);
kill_this_task();
}
else
{
&bar_anim = create_sprite(now for the attributes of the animation, such as x and y cordinates, and the brain etc.)
sp_noclip(1);
}
wait(200);
goto loop;
}
of course this script was not tested and there is still a lot of work for you to do, but i hope this helped you
i guess it is possible, but not exactly with the screenlock bars themselves. it requires another animation that exists on every single screen (don't go into the editor to do this, i will tell you how later)
to get started, make an animation the same dimensions as the screenlock status bars. then, you have to put them in the graphics folder and/or any subdirectory (it doesn't have to be in the graphics folder, although most graphics are) and then you have to edit the dink.ini file.
place the lines in dink.ini so that the animation works, for more information on this consult the dink help file. now that you have the graphics set up, it is now time to put them into your dmod
now you need a script to place them on every screen with a screenlock. when the screenlock dissapears, then we need to destroy or kill the graphics. to do this, we will start off with a simple script to make the screen lock:
void main (void)
{
if (&story == 2)
{
screenlock(1);
spawn(name of animation controller script-it doesn't exist yet, so just make up a name);
}
now we need the controller script.
void main (void)
{
loop:
int &bar_anim
//no i havn't tested this, but i'm assuming it works
&screenlock = screenlock();
if (&screenlock == 0)
{
editor_sprite(blahblahblah i can't remember what to do here, just make the dang thing DIE!);
kill_this_task();
}
else
{
&bar_anim = create_sprite(now for the attributes of the animation, such as x and y cordinates, and the brain etc.)
sp_noclip(1);
}
wait(200);
goto loop;
}
of course this script was not tested and there is still a lot of work for you to do, but i hope this helped you
as for the normal sidebars, that is probably possible, but i do not want to go there, since this will freeze the game when you load a savegame with the script enabled. so i would stick with the screenlocks, since they should be okay
I think he simply wishes the status bar to look locked too, not have some kind of a moving animation on them all.
It would propably be simplest to init(); the new graphics in when screenlock is turned on and init(); the old graphics back when it's turned off.
screenlock(1);
init("load_sequence graphics\newstatusyay blah blah blah");
screenlock(0);
init("load_sequence graphics\oldstatus blah blah blah");
It would propably be simplest to init(); the new graphics in when screenlock is turned on and init(); the old graphics back when it's turned off.
screenlock(1);
init("load_sequence graphics\newstatusyay blah blah blah");
screenlock(0);
init("load_sequence graphics\oldstatus blah blah blah");