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nmdelrio

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    nmdelrio
  1. It works! You are a very clever and generous person, thank you! Been whacking myself on the head for the past 24 hours for this problem.
  2. I want an image to appear as the battle starts. But I want it to disappear after I make a kill. I have the following code in battleLabelsTemplates.xc but the image does not appear at start of battle at all. "toggleJtext": { "enabled": true, "updateEvent": "ON_VEHICLE_DESTROYED", "hotKeyCode": null, "onHold": false, "x": 230, "y": 0, "width": 330, "height": 54, "alpha": 100, "rotation": "", "scaleX": "", "scaleY": "", "autoSize": "center", "align": "left", "valign": "bottom", "antiAliasType": "advanced", "bgColor": null, "borderColor": null, "shadow": {}, "currentFieldDefaultStyle": {}, "format": "{{my-frags=0?<img src='cfg://default/m2k/toggleJtext.png' width='330' height='54'>|}}" }, Without the {{my-frags}}, the image appears, but will of course does not disappear after I make a kill. "format": "<img src='cfg://default/m2k/toggleJtext.png' width='330' height='54'>" This is my battleLabels.xc { "labels": { // Referenced labels. Note, that every custom field can be separate enabled or disabled by "enabled" switch in their settings "formats": [ ${ "battleLabelsTemplates.xc":"def.winChance" }, ${ "battleLabelsTemplates.xc":"def.toggleJtext" } ] } } What am I do wrong with {{my-frags}}? Any help will be appreciated.
  3. I have a ready/not ready indicator in my players panels and my vehicle over-tank markers. After updating to 6.1.6, {{ready}} erratically stopped working in the vehicle OTMs. Here are my scripts: In Players Panel "extraFieldsLeft": [ // PLAYER READY / NOT READY { "x": 29, "y": 2, "align": "center", "shadow": ${ "def.s2" }, "format": "<font color='#FF0000' fsize='18'><b>{{ready?|[}}</b></font>"}, In markersAliveNormal OTM { "name": "Player Name", "visible": true, "x": 0, "y": -56, "alpha": "100", "color": "0xFFFFFF", "font": { "align": "center", "bold": false, "italic": false, "name": "Calibri", "size": 12 }, "shadow": ${ "def.s2" }, "format": "<font color='#FF0000' face='xvm' size='18'><b>{{ready?|[}}</b></font> <i>{{nick}}</i> <img src='xvm://res/icons/flags/{{flag}}.png'>" In the screenshot in the spoiler, my 'not ready' indicator is a red padlock icon. As you can see, most of the players in my team have loaded into the game, but the red 'not ready' icon still appears on their OTMs while the 'not ready' icon on the players panel have already disappeared. What should be updated in my scripts? Can someone please help? Thank you in advance.
  4. Thank you, thank you, thank you, all you good people for making this happen. (I can now make up for all the lost sleep)
  5. Thank you for your attention and your patience, sech_92. We are learning. The reason this subject was brought up is because we are trying to optimize performance of our configs. For the damage message for OTMs when a tank is destroyed, we have this screenshot: which we accomplish by using the the following code in markersDeadNormal.xc: / /TEXT FOR NORMAL DAMAGE (see description of macros in the readme-en.txt). "damageMessage": "<img src='cfg://iO/img/otm/dmg-kind/floating/{{dmg-kind=fire?fire|{{dmg-kind=ramming?ramming|{{dmg-kind=drowning?drowning|{{dmg-kind=world_collision?world_collision|{{dmg-kind=death_zone?death_zone|{{vtype-l=LT?LT|{{vtype-l=MT?MT|{{vtype-l=HT?HT|{{vtype-l=TD?TD|{{vtype-l=SPG?SPG|other}}}}}}}}}}}}}}}}}}}}.png' width='80' height='48'>\n<font color='#FE4302'>{{my-frags=1?FIRST BLOOD|{{my-frags=2?DOUBLE KILL|{{my-frags=3?TRIPLE KILL|{{my-frags=4?ULTRA KILL|{{my-frags=5?MULTI KILL|{{my-frags=6?MONSTER KILL|{{my-frags=7?KILLING SPREE|{{my-frags=8?RAMPAGE|{{my-frags=9?UNSTOPPABLE|{{my-frags=10?GOD-LIKE|{{my-frags=11?SEAL CLUBBER|{{my-frags=12?RNGesus LOVES YOU|{{my-frags=13?GOLD SPAMMER|{{my-frags=14?WARPACK USER|{{my-frags=15?SON OF SERB}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}</font>\n<font face='TechnicBold' size='16' color='#FFFF00'>{{vehicle}}</font><font face='mono' size='14' color='#FFFF00'> DESTROYED</font>", However, we want to optimize the code by calling from a string array the 'announcement strings' for progressing number of frags --- FIRST BLOOD for 1 kill, DOUBLE KILL for 2 kills, etc, etc.. If we can optimize the code, we can lessen the lag and improve performance of the code. Also, editing the strings in the future will be much easier on the string array than on the long line of code. Can we replace the bold code above by doing something like this: We add this string array: "frags": { "1": "FIRST BLOOD", "2": "DOUBLE KILL", "3": "TRIPLE KILL" etc, etc. }, which is called from this modified "damageMessage" / /TEXT FOR NORMAL DAMAGE (see description of macros in the readme-en.txt). "damageMessage": "<img src='cfg://iO/img/otm/dmg-kind/floating/{{dmg-kind=fire?fire|{{dmg-kind=ramming?ramming|{{dmg-kind=drowning?drowning|{{dmg-kind=world_collision?world_collision|{{dmg-kind=death_zone?death_zone|{{vtype-l=LT?LT|{{vtype-l=MT?MT|{{vtype-l=HT?HT|{{vtype-l=TD?TD|{{vtype-l=SPG?SPG|other}}}}}}}}}}}}}}}}}}}}.png' width='80' height='48'>\n<font color='#FE4302'>{{.frags.{{my-frags}}}}</font>\n<font face='TechnicBold' size='16' color='#FFFF00'>{{vehicle}}</font><font face='mono' size='14' color='#FFFF00'> DESTROYED</font>", and have the same effect as the screenshot above? Is it at all possible? Here is the full markersDeadNormal.xc file. markersDeadNormal.xc [Mediafire] Please refer to lines 10 to 14 for the string array, and line 39 for "damageMessage". Help me Obiwan Kenobi, you're my only hope.
  6. I tried it on markersNormalDead.xc but could not make it work. What am I doing wrong? "frags": { "1": "FIRST BLOOD", "2": "DOUBLE KILL", "3": "TRIPLE KILL" }, "damageMessage": "{{.markersDeadNormal.frags.{{my-frags}}}}", also tried "damageMessage": "{{.frags.{{my-frags}}}}", markersDeadNormal.xc in spoiler
  7. I agree. What I would also like to see is a {{randomize}} macro, where you can put together and assign a set of strings from which the {{randomize}} macro can randomly pick from.
  8. I wish to report that 4356 fixed all PP ears problems. Working as intended. Bravo! Thank you.
  9. 4355 fixed medium2, medium, and short PP. Thank you. But large PP, now out of whack 'large PP'
  10. problem with PP ears width for medium2, medium, and short. [spoiler = '0.9.7 vs. 0.9.8 CT 4354 '] [/ Spoiler] EDIT nightly 4355 fixed the problem Thank you.
  11. Thank you, sir, I'll keep my eyes on the changelog.
  12. I tried this script in capturebar.xc "extra": "<font face='xvm' size='15' color='#FFFFFF'>{{tanks=1?'|{{tanks=2?''|{{tanks=3?'''}}}}}}</font>", but it gives me this
  13. Can we have "extraFieldsLeft" and "extraFieldsRight" in battleloading.xc and statisticForm.xc? If available, we can have nation, tier, and vehicle class symbol on top of the contour icons. So that there will be no need to create custom contour icons. WG is adding new vehicles and changing vehicle names so often, it makes it difficult to keep track of custom tank icons.
  14. Thanks. Normally, I would like all the info, but yes, this one I don't think I need, lol. I was hoping it was intended for 'weight of tank'.
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