Thanks a bunch for the help akroma. Problem solved!Hey Wrathful,
I usually start any GUI function/script with the following:
Wrathful
Thanks a bunch for the help akroma. Problem solved!Hey Wrathful,
I usually start any GUI function/script with the following:
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onDrawAttackPanel = function(self, champion, context, x, y)
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spawn("mycam",party.level,14,20,1,6,"easttestcam")
easttestcam.camera:setFov(101)
easttestcam:setWorldRotationAngles(-45, 0, 0)
GameMode.setCamera(easttestcam.camera)
GameMode.setGameFlag("HideGui",true)
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easttestcam:setWorldRotationAngles(0,-90, 0)
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spawn("mycam",party.level,15,15,0,0,"easttestcam"):setWorldPositionY(1.5)
increment = {0,0,0,0}
function spin()
easttestcam.camera:setFov(101)
easttestcam:setWorldRotationAngles(unpack(increment))
print(unpack(increment))
increment[2] = increment[2] -10
end
self.go:spawn("timer").timer:addConnector("onActivate", self.go.id,"spin")
GameMode.setCamera(easttestcam.camera)
GameMode.setGameFlag("HideGui",true)
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defineObject{
name = "mycam",
baseObject = "base_floor_decoration",
components = {
{
class = "Camera"
}
},
}
No I didn't, but that's the solution... Quite simple... just:Isaac wrote:Have you tried (0,-90,0)?Code: Select all
easttestcam:setWorldRotationAngles(0,-90, 0)
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easttestcam:setWorldRotationAngles(-45,-90, 0)
What is the exact intention?akroma222 wrote:Hey All,
does anyone have any suggestions on the best way to keep a real time record of which Weapon Sets each champion currently has active??
Ta! Akroma
More than one party component..? Second Inventory...?? Im intriguedIsaac wrote: Or are you mimicking the original UI weapon-swap behavior in your own custom UI?
If it is this... I had some success with using more than one party component for inventory management. It let me put several items in a second inventory until needed, with no risk of them dropping on the ground in cases of a full inventory. I used this to swap the arbitrary equipped weapons & items in hand whenever a tiger form potion was used, and to restore them back, once the effect ended.