📧 Message Board Archive

Visions, visions.. what's the matter with you?
What's wrong with the visions?, they don't seem to work with me. Do you need to do something else than just write &vision = 1; into your c.script when you want to change it??
Re: Visions, visions.. what's the matter with you?
: What's wrong with the visions?, they don't seem to work with me. Do you need to do something else than just write &vision = 1; into your c.script when you want to change it??



Visions have to be defined in the base script of a screen.  So if you have a script called base.c, and attach it to a screen, you would set &vision = 1; and it should show everything with Vision 1 that you created in the editor.



Also, the value of &vision doesn't stay, so if you have multiple screens with Vision-ed sprites, you have to set &vision to every screen's base script.
Re: Visions, visions.. what's the matter with you?
Also, you have to redraw the screen if you call a vision if the screen is allready loaded past main();



Just do this;



  fade_down(); //make screen dark, don't use     unless you want the screen to turn dark first

  vision = 1;

  draw_screen(); //redraw the screen

  draw_status(); //redraw the status bar

  fade_up(); //fade up the screen to normal use only if you use fade_down() first.



Re: Visions, visions.. what's the matter with you?
: Also, you have to redraw the screen if you call a vision if the screen is allready loaded past main();



: Just do this;



:   fade_down(); //make screen dark, don't use unless you want the screen to turn dark first



:   vision = 1;



:   draw_screen(); //redraw the screen



:   draw_status(); //redraw the status bar



:   fade_up(); //fade up the screen to normal use only if you use fade_down() first.



That really works?
worked for me at least :) (nt) <sup>[NT]</sup>
[No message content]