When I first started online gaming, back in the days of the original Unreal Tournament, I was so embarassingly bad I would change my gaming nick every few days just to distance myself from the immense noobosity I had been displaying. I ended up calling myself EasyTiger as a tongue-in-cheek reminder to myself to relax and enjoy the game. I stuck with the nick, it got shortened to Tiggz by my gaming friends, I started skinning...
Tiggz
...despairing at the seemingless endless stream of awesome icon packs being submitted to the GUICs... [e digicons]X([/e] [e digicons]:O[/e] [e digicons]:rofl:[/e]
if I might be so bold... Plastic Fantastic icons Plastic Fantastic windowblind [e digicons]O:)[/e] [e digicons]:sun:[/e]
I don't understand why you need scripts in the children objects. The whole point of using Object_OnMouseEnterEx(objname) is that it receives events from the object itself and all it's children. Inside the sub you can use If...then statements or Select...Case statements to determine which object you are dealing with and act accordingly. Or have I misunderstood the situation?
I'd agree with Littleboy, use scripted animation, with all the frames in one state - this will result in a smoother animation than if the frames are split between multiple states (desktopx clears unused images from memory, including images in object states that haven't been used for a while). Instead of a For...Next loop, you should use a timer to control the animation, so you can define the time between frames and allow the object to remain responsive whilst animating. To play
and how's about a GUI for editing the ini files, with real-time updating/previewing...
I'm currently making some tiled dock backgrounds - it occurred to me that it would be cool if I could have a normal tile and a mouseover tile, ie: whichever item is beneath my cursor, it's tile could utilize a different graphic. I'd also like to see a similar option for general dock item icons - the (optional) ability to define a separate mouseover image, and perhaps even brightness and transparency options for both normal and mouseover states.
Just got a few things left to do... [IMG]http://i170.photobucket.com/albums/u254/tiggz_photo/winstep.jpg[/IMG]
I'm making a winstep skin at the moment - should be ready in a day or two... :d
Perhaps create several, invisible template objects, one configured as a shortcut, one a layer, one a URL etc, then use these as templates for cloning. I don't think you need object controllers as you can do what they do using script.
Thanks Aaron, although I know you're just feeling guilty because I make you a nice clock and the first thing you do is break it :LOL:
Or a desktopx [U]gadget[/U] - which is fully standalone (does not require desktopx itself to be installed) :)
You can fake a nearly-always-on-top solution by using a timer that repeatedly calls Widget.OnTop [quote]Been there done that.. i just want to try and only have it in 1 place, and since im entering it when i export, why do i have to put it in my code too? Lazy? no, i just want them to match.[/quote] Sometimes you just gotta roll with it ;) Sorry I couldn't be more helpful, dx is an intricate web of functionality and compromise :LOL:
I once asked Alberto (dx dev guy) whether we could have the always-on-top property scriptable and he said "sure", he probably just needs reminding ;) As for the version info etc - put some constants at the top of your script that match what you will enter in the fields when you export it.
Also, a gadget can be exported in two different ways - simple or custom deployment. Simple deployment will export a single executable whilst custom deployment results in an executable and sub-folders containing any scripts, graphics, sound files etc, and the dx dlls such as DXAxHost.dll. Basically, the simple deployment contains all those same files compressed inside the exe which are decompressed on the fly when the exe is run. In either case, custom or simple deployment, the
Not really a dx tip, more a purely scripting thing... I've been using loops alot more lately. In the following example I use a loop to incrementally reduce the number of letters in a text object so that it fits in a given width. Also contains an example of object.parentname to...yep, get the name of an object's parent. [code="vbscript"] t = object.text'assign the object's text to a variable Do'start of loop bTooLong = False'set the checking boolean If object.wid
Not really a dx tip, more a purely scripting thing... I've been using loops alot more lately. In the following example I use a loop to incrementally reduce the number of letters in a text object so that it fits in a given width. Also contains an example of object.parentname to...yep, get the name of an object's parent. [code="vbscript"] n = 0'add before the loop 'then inside your loop add the following lines n = n + 1 if n > 100 then exit do'where 100 is a
confirmed behaviour - I noticed this first when I was using script to set an object's parent and thought it was just a scripting error, but the same thing happens when I try to set the parent thru the properties sheet. not sure if it's a bug or intentional behaviour tho
I was just playing around with this and I think something has changed in a recent beta build perhaps. Image offsets no longer work as before, whereby you could define offsets for an individual state. Now, if I apply an image offset to the "Mouse away" state, it effects all states. In addition, image offsets appear to have no effect on an object that is grouped with another object. This basically makes image offsets somewhat pointless ;p And, as stated by the OP, altering the sh
This is what I use: [code="vbscript"]desktopx.Object("secondhand").rotation = second(now) * 6 desktopx.Object("minutehand").rotation = minute(now) * 6 desktopx.Object("hourhand").rotation = (hour(now) * 30) + (30 * minute(now)/60)[/code]
Mostly I have a single, transparent, non-activatable object at 0,0 that contains the script. Everything else is a non-contained child of this. Life got a great deal simpler when all the script could be located in one place. Also, I periodically copy the script into a txt file - not only can this be handy in dire emergencies (when dx explodes for no apparent reason), it is also extremely useful, maybe months later, when making something else to be able to quickly reference all your old s
It is also possible to add image offsets to any state - click the "advanced" button at the bottom of the appearance tab. This, combined with shadow effects, is a quick and easy way to emulate something being pressed down when you click it whilst only using a single image.
It seems as if object.parent.object.name only works if the parent is a scriptobject. Why this is the case I cannot say. It might explain the inclusion of the additional property object.parentname, which would otherwise be redundant.
where would this discussion be without someone mentioning Monty Python ;) [link="http://www.youtube.com/watch?v=Xe1a1wHxTyo"]The Four Yorkshiremen[/link]
The spinning cog consists of a 10 frame image, each frame has the cog rotated by a small increment - it is applied to a dx object and configured on the animation tab of that object. The flashing neon/fuse type thingies are randomly shown using some dxscript - they are applied to various states of an object, and those states are called by the script. I have commented the script to try and explain what is going on. If you load the theme and then navigate to your current