[Help] HUD API Images not rendering.

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Traxie21
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[Help] HUD API Images not rendering.

by Traxie21 » Thu Apr 18, 2013 18:31

Here's the code I'm trying to use ATM, I've tried everything I can think of, but all that happens is the text string is rendered where the image should be.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
user:hud_add( {
                type = "image",
                position = {x=0.8, y=0.02},
                name = "Potion Effect Notification",
                text = "potions_hud_bg.png",
                scale = {x=2, y=2},
            })
 

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BlockMen
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Posts: 768
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GitHub: BlockMen

by BlockMen » Thu Apr 18, 2013 18:37

Same problem. My hud def is:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local myhud =
{
    type = "image",
    position = {x=0.5, y=0.5},
    scale = {x=2, y=2},
    text = {"test_sand.png"},
}


When i use type = "text" and text = "test" it works fine
 

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Traxie21
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Posts: 753
Joined: Mon Dec 31, 2012 10:48

by Traxie21 » Thu Apr 18, 2013 19:25

From IRC:

<hmmm>: [type field] is actually hud_elem_type.

The documentation is incorrect, submitting pull request.

Fixed code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
user:hud_add( {
               hud_elem_type = "image",
                position = {x=0.8, y=0.02},
                name = "Potion Effect Notification",
                text = "potions_hud_bg.png",
                scale = {x=2, y=2},
            })
 

4aiman
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Posts: 1208
Joined: Mon Jul 30, 2012 05:47

by 4aiman » Fri Apr 19, 2013 08:55

Any screenshots of working HUDs? ;)
Last edited by 4aiman on Fri Apr 19, 2013 08:55, edited 1 time in total.
 

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jojoa1997
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Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Fri Apr 19, 2013 10:54

Oh! HUDs can be used in armr and food mods.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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Traxie21
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Joined: Mon Dec 31, 2012 10:48

by Traxie21 » Fri Apr 19, 2013 11:57

Potions will have a HUD as soon as I finalize it.
 

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jojoa1997
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Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Fri Apr 19, 2013 12:13

Nice. Maybe make a function where you can say what certain nodes drop xp maybe. Then you can use that to brew potions. I might be making an brewing stand for potions.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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BlockMen
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Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen

by BlockMen » Fri Apr 19, 2013 13:13

I made a simple test mod for the new LUA HUD: Hungry

---


Traxie21 wrote:From IRC:

<hmmm>: [type field] is actually hud_elem_type.

The documentation is incorrect, submitting pull request.

Fixed code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
user:hud_add( {
               hud_elem_type = "image",
                position = {x=0.8, y=0.02},
                name = "Potion Effect Notification",
                text = "potions_hud_bg.png",
                scale = {x=2, y=2},
            })



Thanks btw.
Last edited by BlockMen on Fri Apr 19, 2013 13:14, edited 1 time in total.
 


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