Cloud Magic wrote:
Lavitiz wrote:
Yeah, none of those are problems. Lol. It's alright though, everything is corrected. :3
Great job on correcting the problem on your own, I apologize I wasn't here sooner to give you proper advice!
Thanks, and it's no problem. I'm noticing once in a while things get a little bit harder the track down the further I get into this project. Generally not a lot of things turn out like this, but once in a while.
In my project I basically created a /hud datum that creates itself based on the height and width you give it (Height and width being the inside height and width - so a height and width of 0 gives you a HUD with no interior, just outer edges pieced together in a small block). It contains a list called texts and a list called inventories, which contain /hud_text and /hud_inv datums, respectively. These datums are associated with the client they belong to in the list.
With this method, I can create a HUD once - I have 4 that I have created by default right now - a HUD for the stats, a HUD for the Inventory, a HUD for NPC Dialog, and a full screen HUD that I'm currently using to display login information and controls (for when I run public tests).
I can display these HUD backgrounds to anyone, and the HUD automatically displays any text associated with the client being displayed to as well as any inventory controls.
I really like this method because I'm not constantly having to create new HUD objects. It is more efficient and quite easy. I am also not cluttering up /mob with variables to remember either, I'm making use of the tag variable for most of my different HUD datums along with the mob's ckey so that I can call locate() on whatever unique tag I need.
I used to create really crappy HUDs, looking back. I disappeared for a while and didn't do any programming, then I came back and did something like this (And only had 2 runtime errors in the entire creation process for all the HUDs).
Okay, I'm done bragging. lol