ID:163088
Oct 13 2007, 7:45 pm
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I used the search function, but couldn't find an easy answer to my problem. I can't seem to figure out how to get overlays turned, using the turn proc (applied to an icon). Using for() to look for all icons in the overlays var doesn't work.
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In response to Kaioken
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If you want a bug-free version of what he said: search for crashLays by Crashed.(This is probably the 5th time I've mentioned this.)
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In response to Kakashi24142
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This is what I've come up with.
mob When I call the Overlay_Check() proc with a number, it gets to OverlayTurn() and stops at "Turning icon.", giving me a runtime error saying "bad turn." It's a little messy, so a little help? |
In response to Kaiochao2536
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I would think you would use I.Turn(I,angle)? Because the normal turn proc returns a number.
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In response to Kakashi24142
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I wouldn't think there's a difference. Plus, this worked for the mob's icon:
icon=turn(icon,90) Just can't get it to work for overlays. EDIT: Fixed it. :) For some reason it doesn't work when it is added to the alternate overlays list like this: overlays2+=icon But it works like this: var/icon/I=icon('icon.dmi') </dm> |
In response to Kaiochao2536
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Look up at least the /icon object in the DM Reference.
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That's because it isn't an ordinary list, and the items (icons) are in a special format, not an icon file or /icon object. So what you can do with it is limited, neither can you change icon snapshots already in the list.
From what I remember, what you must do in a case like this is keep track of every overlay added and removed, then when you need to turn/color/otherwise affect the overlayed icons, remake the overlays list; set it to null (shouldn't require setting it to a new list as its a special variable) then start readding overlays (now altered [ie turned]) to it based on the data you kept track of.
Though you may have missed it in your search, note that it HAS been discussed before. Try broader and different keywords in your future searches.