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Overhead Damage
#22
Just been looking over the old forums (the backup) and i found this post seemed to help some people make it work:

----------------------------------------------------------

Make sure, when you see this

' Lock the backbuffer so we can draw text and names

There is a code directly below it. I dont remember what the code is, but make sure you place

Code:
If NPCWho > 0 Then
              If MapNpc(NPCWho).Num > 0 Then
        If GetTickCount < NPCDmgTime + 2000 Then        

         &nbs p;   Call DrawText(TexthDC, (Player(MyIndex).x) * PIC_X + sx +
(Int(Len(NPCDmgDamage)) / 2) * 3 + Player(MyIndex).XOffset -
NewXOffset, (Player(MyIndex).y) * PIC_Y + sx - 30 +
Player(MyIndex).YOffset - NewYOffset - ii, NPCDmgDamage,
QBColor(BrightRed))
        End If
              ii = ii + 1
              End If
        End If
              
                  If NPCWho > 0 Then
                      If MapNpc(NPCWho).Num > 0 Then
                                    If GetTickCount < DmgTime + 2000 Then

         &nbs p;                               Call DrawText(TexthDC,
(MapNpc(NPCWho).x - NewPlayerX) * PIC_X + sx + (Int(Len(DmgDamage)) /
2) * 3 + MapNpc(NPCWho).XOffset - NewXOffset, (MapNpc(NPCWho).y -
NewPlayerY) * PIC_Y + sx - 57 + MapNpc(NPCWho).YOffset - NewYOffset -
iii, DmgDamage, QBColor(White))
                                    End If
                            iii = iii + 1
                      End If
                  End If



Place that AFTER

Quote:' Lock the backbuffer so we can draw text and names
W/e The Code is that is here

moo!
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