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[0.13+] JD_Signposts_0.0.2

Posted: Mon Oct 17, 2016 7:34 pm
by JohnnyDeee
JD_Signposts
Description
Pictures
Features
TODO
Issues
Changelog
Version History

Re: [0.13+] JD_Signposts_0.0.1

Posted: Mon Oct 17, 2016 7:38 pm
by steinio
mega.nz?

Is this a virus or what? Upload it to the forum or mod portal please.
Can anybody please scan the file.

Greetings steinio

Re: [0.13+] JD_Signposts_0.0.1

Posted: Mon Oct 17, 2016 7:44 pm
by JohnnyDeee
steinio wrote:mega.nz?

Is this a virus or what? Upload it to the forum or mod portal please.
Can anybody please scan the file.

Greetings steinio
I will upload it to the mod portal, i just needed to put a download link there according to the template ;)

EDIT: Done !

Re: [0.13+] JD_Signposts_0.0.1

Posted: Mon Oct 17, 2016 9:49 pm
by aubergine18
You can use the `shift` property in the table that defines the image to move the image down, resulting in the item/fluid icon appearing on the main part of the sign rather than its base.

You can use `flying-text` entity type to add text to the map.

Keep the control.lua, it will be useful to stop sign rotation on the build events, using the .rotatable property

Re: [0.13+] JD_Signposts_0.0.1

Posted: Tue Oct 18, 2016 5:02 pm
by JohnnyDeee
aubergine18 wrote:You can use the `shift` property in the table that defines the image to move the image down, resulting in the item/fluid icon appearing on the main part of the sign rather than its base.

You can use `flying-text` entity type to add text to the map.

Keep the control.lua, it will be useful to stop sign rotation on the build events, using the .rotatable property
Thanks for the info!!
aubergine18 wrote:You can use `flying-text` entity type to add text to the map.
What do you mean with "map", like the actual game map when you press 'M'?

Re: [0.13+] JD_Signposts_0.0.1

Posted: Tue Oct 18, 2016 6:33 pm
by aubergine18
For the world map (when you press M) you'd have to use train stations to add text to that.

For the normal game map, flying-text entities enable you to add text labels (you can set their .active = false to prevent them from floating up and disappearing). I use it a lot when testing complex entities to display state information on the map:

Image

Re: [0.13+] JD_Signposts_0.0.1

Posted: Tue Oct 18, 2016 6:59 pm
by JohnnyDeee
aubergine18 wrote:For the world map (when you press M) you'd have to use train stations to add text to that.

For the normal game map, flying-text entities enable you to add text labels (you can set their .active = false to prevent them from floating up and disappearing). I use it a lot when testing complex entities to display state information on the map
Ah okay yeah well i havent decided yet how i'm going to make the "text" appear, because this way would look very chaotic if you have alot of signposts..

Also
aubergine18 wrote:Keep the control.lua, it will be useful to stop sign rotation on the build events, using the .rotatable property
It works, but i can still rotate it before i place it down somewhere..
Is there another on_event im missing or do i have to do something like find the entity in the beginning of the game and set its .rotatable there?

Re: [0.13+] JD_Signposts_0.0.1

Posted: Tue Oct 18, 2016 7:01 pm
by aubergine18
Nope, there's currently not way to stop a rotatable object from being rotated during placement, although you can just give it same sprite for each rotation. An alternate is to have the placeable item use an entity that's not rotatable, then once that entity is built replace it with some other item.

Re: [0.13+] JD_Signposts_0.0.2

Posted: Wed Jul 12, 2017 1:06 am
by abordoli
Any plans to port this up to 0.15?
Regards,
~B