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Found 3 results

  1. Let's settle it for a clearer view of what community thinks as a whole about the Crafting menu.
  2. I'm trying to make the absolute simplest widget to start my project, all I want is to display the meatballs sprite on a corner of the screen - this will be part of a server-based mod if that matters. This is what I've copy-catted out of Food Memory modmain.lua local require = GLOBAL.require local CravingDisplay = require "widgets/cravingdisplay" local function AddCravingDisplay(controls) controls.top_root(CravingDisplay(inst)) end AddClassPostConstruct( "widgets/controls", AddCravingDisplay ) scripts/widgets/cravingdisplay.lua local Widget = require "widgets/widget" local Image = require "widgets/image" local CravingDisplay = Class(Widget,function(self, owner) Widget._ctor(self,"CravingDisplay") --this part is a background box self.cravingdisp = self:AddChild(Image("images/frontend.xml", "button_square_halfshadow.tex")) self.cravingdisp_icon:SetPosition(-6,1) self.cravingdisp:SetScale(1,2,2) self.cravingdisp:SetTint(10,10,10,.5) self.cravingdisp:MoveToBack() --for the actual meatballs sprite self.cravingdisp_icon = self.cravingdisp:AddChild(Image("images/inventoryimages.xml","meatballs.tex")) self.cravingdisp_icon:SetPosition(-6,1) self.cravingdisp_icon:SetScale(1,.5,.5) end) return CravingDisplay *this forum is being poopy and won't let me edit this code, my final settings for position are (-600, -40) on the box. EDIT: My problem was that the meatballs sprite wasn't showing up. In the mod I was copying from it had a static reference from inventoryimages1.xml (where someone just told me meatballs used to be) in the setup, but in runtime the mode uses a dynamic reference from the meatballs prefab, thus why it worked there and not in mine. I've adjusted it to where meatballs.tex has moved to (inventoryimages.xml) and it's working great.
  3. Im trying to modify existing code and for example have taken mainscreen as example. On mainscreen theres function that defines self.play_button. It seems when my mod loads tgat adds class post construct screen yet hasn't executed that function so I can't change its values. Would it be possible to write something on lines. AfterAllLoaded () --do stuff end. So I could go ahead and for example edit the button text or color or etc