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Posted

Hey...

i want to Edit my old Worker Empire Builder for Braverock and create new Version in Sausan

 

But here i have some problems... Sausan is not Using Septims but ChipCoins

ChipCoins are in ChipBank and You can pay only using Credit Cards - no money in inventory

 

 

Rigth now player can use his Computer to see his money in Bank... *Yes it works on MessageBoxes*

but for Worker Empire Builder in Sausan i want to create some Number Displayers

 

1 -> Shows How much Your company is worth *You can sell Your company to get Prestige Points*

2 -> Shows How much Your company have money

3 -> Shows How much money You lose / week to pay Your workers etc.

4 -> Shows How much money You earn / week

 

I want big Screen in BOSS Office... where You will have those 4 numbers updated at least once per 5 sec

 

 

Any1 know how i can do something like this?...

i know i can do something like:

 

Number01_digit01_value01.enable()

Number01_digit01_value00.disable()

 

etc. its actually pretty easy but...

well... 10 values * 14 digits * 4 numbers gives 560 objects to place only for those 4 Number Display Screens...

Posted (edited)

I am not really understand what are you talking about it.

 

Nevertheless my suggestion as follow:

- take a vanilla book you like to see

- create 10 copies of that

- look for the book cover texture and create a new texture for each book with a digit from 0 up to 9

- use creation kit to combine texture with book

- now use these books to display the four numbers in Office

Hint: you can put these books in a formlist for easy access and using a while loop!

 

Good luck!

Edited by ReDragon2013
Posted (edited)
I too don't really understand...

But if it's going to generate a random and not a prefixed amount, which it's actually more easy to do (a prefixed amount), then you'll need to do something like this.


If you want to generate a random digit display according to how much "Credits" you have, this is going to need an outside the box thinking.


My rough idea proposal:

You will need to separate those credits in value content according to their numerical status in your script/container/bank.

let's say you have 1520 credits, then:

1000 of 9000

500 of 900

20 of 90

0 of 9


Each one of those values (only the first digit, or the whole amount in absolute number > 5000 > 500 > 50 > 5 > 0) will correspond to a certain "TRANSLATE" the "Z axis" position of the corresponding to the credit value "Cylinder Shape Mesh Credit Count" that will have in its side the numbers from 0 to 9, so 5000 credits, then tranlsate the fourth cylinder to the 5 number position.


fourth cylinder = thousands

third cylinder = hundreds

second cylinder = tens

first cylinder = units



So when you have a value of a 5000 the corresponding to "5" thousand digit in the "Cylinder Shape Mesh" will "Transate" to that position, more or less how the old "cash registers" worked, a rotating cylinder with the numbers on its side.


Function TranslateTo(float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed, \

float afMaxRotationSpeed = 0.0) native



* I don't know if i'm clear enough, but the "old cash registers" said it all... what i was thinking.

Edited by maxarturo
Posted

Ye Ty Arturo that is what i know i can do but i don't want to do it...

Its too big Lag Generator and too much to do xD

 

 

Ok fk it... player will have to open Computer and Check his money in computer via MessageBox :D

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