SetImageScale commands not working (Resolved)

Started by GameGibu, January 01, 2016, 08:27:30 PM

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GameGibu

hello, this is GameGibu, and I've had some issues with the scripts ignoring my SetImageScale, SetImageScaleX and SetImageScaleY functions. :'(  They are present in the code, as evidenced by the change in number of opcodes translated when I recompile with changes only to the SetImageScale commands. It seems that they are overridden by the core's settings from the editing UI, which always default to 1. I need them to be set to 0.3.

Here is my code:
:GameLoaded
Self "main" "Custom2" SetImage
Self CONST_CELLWIDTH 1 SetUnitAttribute
Self CONST_CELLHEIGHT 1 SetUnitAttribute
Self CONST_COUNTSFORVICTORY 0 SetUnitAttribute
Self CONST_CREATEPZ 0 SetUnitAttribute
Self CONST_SUPPORTSDIGITALIS 0 SetUnitAttribute
Self CONST_CONNECTABLE 0 SetUnitAttribute
Self CONST_DESTROYMODE 1 SetUnitAttribute
Self 2 0.3 0.3 SetImageScale

:awake
@GameLoaded


Please also tell me if this is a very bad way to initalize, since I have no Idea but I don't want this thread's topic to drift away from my main question. :-[

-GameGibu
Bringing you Custom maps since 2971!
☆CRPL Master☆

Builder17

#1
Cannot you then put these from core's own settings UI? Because I think image stuff persists in saves.
And what image slot is 2 in SetImageScale? Should it be "main" or something?
And :GameLoaded is Built-in Function so don't put it into :Awake function.  :)
Instead put all these things into :Awake function , if you want these happen only once.  ???

GameGibu

 Thanks! :D
BTW check out the boss fight I uploaded, I wrote it all today. Well, yesterday, but I uploaded it today because of EST (Earth Standard Time) ::).
I'm also soon to come out with an even harder version. ;)

Everyone seems to love my dialogue. ;D
-GameGibu
Bringing you Custom maps since 2971!
☆CRPL Master☆

GameGibu

Thanks Buildr17, that "2" should have been "main". I screwed that one up... :o

Thanks again!
-GameGibu
Bringing you Custom maps since 2971!
☆CRPL Master☆