ID:266835
 
Ok, I was wondering in my HUD if it was possible to have the text keep on going to the next hud item?
Yes, just make a list of the hud items you want the text to appear on, from left to right, and use it as the Loc in the sd_Text() call.

client/proc/HUDtext()
var/list/my_hud = list
my_hud += HUDitem1
my_hud += HUDitem2
...
my_hud += HUDitemN
sd_Text(src, "My text", my_hud)
In response to Shadowdarke
Here's the code im using, and it still dosn't work.


client/verb/Test()
HUDtext()
client/proc/HUDtext()
var/list/my_hud = list()
my_hud += /obj/HUDitem1
my_hud += /obj/HUDitem2
my_hud += /obj/HUDitemN
sd_Text(src,"TestNd",my_hud,FLY_LAYER,0,0,redcharset)
var
redcharset
world
view = "15x11"

New()
..() // do the normal stuff for world.New()

// make a special red character set by adding red to basic set
redcharset = 'charset.dmi' + rgb(255,0,0)
client/New()
..()
new/obj/HUDitem1(src)
new/obj/HUDitem2(src)
new/obj/HUDitemN(src)
In response to DBZ Kidd
You never place the HUDitems in the client screen, and in the HUDtext() proc, you aren't accessing anything in the HUD, just obj type paths. This should get you on the right track.

client
var
list/my_hud = list()

verb/Test()
HUDtext()

proc/HUDtext()
sd_Text(src,"TestNd",my_hud,FLY_LAYER,0,0,redcharset)

New()
..()
for(var/count = 1 to 3)
var/obj/O = new()
O.icon = 'hudicon.dmi'
O.screen_loc = "[count],1"
screen += O
my_hud += O

var
redcharset
world
view = "15x11"

New()
..() // do the normal stuff for world.New()

// make a special red character set by adding red to basic set
redcharset = 'charset.dmi' + rgb(255,0,0)