kdau on 26/9/2013 at 20:51
Please note: I've found a regression in version 0.7.0 which could cause KDOptionalReverse to prematurely mark an optional reverse objective as complete upon load of a saved game under some circumstances. The issue will be fixed in the next version. Sorry about that! :sweat:
Ricebug on 26/9/2013 at 22:17
Not the optional reverse objective! Egads, man! :p
fibanocci on 4/1/2014 at 14:29
I set up a stat-meter using kdstatmeter (it's working fine). Now I want to change/customize the shields and the visbility meter. I read the tutorial, but I don't know how to point to a bitmap-path in the design note (I wrote "stat_meter_image=\bitmap\shield.gif" and tried some more things). But this isn't working.
Edit: I had to remove "\". It's working now. The visibiliy meter is more complicated.
I wan't to switch off the HUD temporarily. That's what this is actually all about. I linked via switch/CD, but this wouldn' work.
Daraan on 4/1/2014 at 14:59
You have to send StatMeterOn or StatMeterOff messages via NVRelayTrap. Thats what I would guess after short skimming through the text.
Another option that first came to my mind sicne everything is done by DesignNote parameters you could out these into a Metaproperty and remove that metaproperty when you want to remove the HUD. Use NVMetaTrap.
Just ideas no guarantee.
fibanocci on 4/1/2014 at 15:29
First, I tried it with NVRelayTrap. It doesn't work (btw, NVScripts are used elsewhere).
There's something strange about the StatMeter. If I put StatMeterOn or StatMeterOff in the design note of the (Healthmeter)-marker, it doesn't make much difference (the statmeter is alway "on").
This is what monolog tells me
Quote:
[ 0.001] KDStatMeter [2486]: Warning: Neither a quest variable nor a property was specified; the stat meter will not be displayed.
But it is displayed. All the time.
Daraan on 4/1/2014 at 16:04
You have to convert a TurnOff message via NVRelayTrap (NVRelayTrapTOff="StatMeterOff") and sent it to the script object. (Or TurnOn with NVRelayTrapTOn="StatMeterOff" if thats easier)
Your Trigger -- TurnOn -> NVRelayTrap -- StatMeterOff -> The Marker.
Ofc if you use a NVTrigger you can skip the RelayTrap and use [NVscriptname]TOff directly. Cd links should be standard.
fibanocci on 4/1/2014 at 16:43
Muchas gracias :thumb:
Now I have to set up that custom visibility meter.
Daraan on 4/1/2014 at 16:45
Want to post your settings?
fibanocci on 4/1/2014 at 16:59
An object is switching the player to another person with S&R, it also removes health bar and visibility gem
object-->Marker/NVRelayTrap (Design Note: NVRelayTrapTOn="StatMeterOff")-->Marker/Health Bar (Design Note:
Code:
stat_source_property=HitPoints; stat_source_object=Player; stat_meter_style=units; stat_meter_position=sw; stat_meter_offset_x=6; stat_meter_offset_y=-6; stat_meter_orient=horiz; stat_meter_height=10; stat_meter_width=18; stat_meter_spacing=4; stat_color_low=#660000; stat_color_med=#333300;stat_color_high=#003300;stat_meter_image=bitmap\txt16\shield.gif
Another object switches back to Garrett
object-->Marker/NVRelayTrap (Design Note: NVRelayTrapTOn="StatMeterOn"-->Marker/Health Bar (Design Note is the same as in the KD-Script Demo, since I haven't tweaked it yet)
Well, now I'd like to have a second health bar for the other person. Any ideas?