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 Post subject: boot map
PostPosted: Sun Jan 20, 2008 11:52 am 
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Joined: Mon Jun 18, 2007 9:53 am
Posts: 24
guys i have problem.......the boot map doesnt work and i dont know why.....when a player dies he remains in the same map and not in the boot map i decided in the map properties.....
plz help!!


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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 12:33 pm 
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Joined: Fri Jun 16, 2006 7:01 am
Posts: 2768
Location: Yorkshire, UK
Is the map you set the same one as you're on?

xD

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um
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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 12:54 pm 
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Joined: Mon Jun 18, 2007 9:53 am
Posts: 24
nono....for example i'm in the map 2 and i set boot map 1,15,15 when i die nothing happens


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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 6:49 pm 
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Joined: Sat Jun 03, 2006 8:48 pm
Posts: 172
Location: Naiyo Region
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Let's see some code!

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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 7:37 pm 
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Joined: Mon Jun 18, 2007 9:53 am
Posts: 24
what code should i post?? btw this is the map properties code
Code:
Option Explicit

Private Sub Command1_Click()
Dim i As Long
For i = 1 To MAX_MAP_NPCS
        cmbNpc(i - 1).ListIndex = 0
    Next i
End Sub

Private Sub Command2_Click()
    Call StopMidi
    Call PlayMidi(lstMusic.Text)
End Sub

Private Sub Command3_Click()
    Call StopMidi
End Sub

Private Sub Copy_Click(Index As Integer)
    cmbNpc(Index + 1).ListIndex = cmbNpc(Index).ListIndex
End Sub

Private Sub Form_Load()
Dim X As Long, Y As Long, i As Long

    txtName.Text = Trim(Map(GetPlayerMap(MyIndex)).Name)
    txtUp.Text = STR(Map(GetPlayerMap(MyIndex)).Up)
    txtDown.Text = STR(Map(GetPlayerMap(MyIndex)).Down)
    txtLeft.Text = STR(Map(GetPlayerMap(MyIndex)).Left)
    txtRight.Text = STR(Map(GetPlayerMap(MyIndex)).Right)
    cmbMoral.ListIndex = Map(GetPlayerMap(MyIndex)).Moral
    txtBootMap.Text = STR(Map(GetPlayerMap(MyIndex)).BootMap)
    txtBootX.Text = STR(Map(GetPlayerMap(MyIndex)).BootX)
    txtBootY.Text = STR(Map(GetPlayerMap(MyIndex)).BootY)
    ListMusic (App.Path & "\Music\")
    lstMusic = Trim(Map(GetPlayerMap(MyIndex)).Music)
    lstMusic.Text = Trim(Map(GetPlayerMap(MyIndex)).Music)
    chkIndoors.Value = STR(Map(GetPlayerMap(MyIndex)).Indoors)
       
    For X = 1 To MAX_MAP_NPCS
        cmbNpc(X - 1).AddItem "No NPC"
    Next X
   
    For Y = 1 To MAX_NPCS
        For X = 1 To MAX_MAP_NPCS
            cmbNpc(X - 1).AddItem Y & ": " & Trim(Npc(Y).Name)
        Next X
    Next Y
   
    For i = 1 To MAX_MAP_NPCS
        cmbNpc(i - 1).ListIndex = Map(GetPlayerMap(MyIndex)).Npc(i)
    Next i
   
    Call StopMidi
End Sub

Private Sub cmdOk_Click()
Dim X As Long, Y As Long, i As Long

    Map(GetPlayerMap(MyIndex)).Name = txtName.Text
    Map(GetPlayerMap(MyIndex)).Up = Val(txtUp.Text)
    Map(GetPlayerMap(MyIndex)).Down = Val(txtDown.Text)
    Map(GetPlayerMap(MyIndex)).Left = Val(txtLeft.Text)
    Map(GetPlayerMap(MyIndex)).Right = Val(txtRight.Text)
    Map(GetPlayerMap(MyIndex)).Moral = cmbMoral.ListIndex
    Map(GetPlayerMap(MyIndex)).Music = lstMusic.Text
    Map(GetPlayerMap(MyIndex)).BootMap = Val(txtBootMap.Text)
    Map(GetPlayerMap(MyIndex)).BootX = Val(txtBootX.Text)
    Map(GetPlayerMap(MyIndex)).BootY = Val(txtBootY.Text)
    Map(GetPlayerMap(MyIndex)).Indoors = Val(chkIndoors.Value)
   
    For i = 1 To MAX_MAP_NPCS
        Map(GetPlayerMap(MyIndex)).Npc(i) = cmbNpc(i - 1).ListIndex
    Next i
   
    Call StopMidi
    Unload Me
End Sub

Private Sub cmdCancel_Click()
    Call StopMidi
    Unload Me
End Sub


and this the map editor
Code:
' // MAP EDITOR STUFF //
Dim KeyShift As Boolean

Private Sub combo_Change()

End Sub

Private Sub Command1_Click()
picBackSelect.Picture = LoadPicture(App.Path & "\GFX\" & txt1.Text & Index & ".bmp")
pic1.Visible = False
End Sub

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
    If KeyCode = vbKeyShift Then
        KeyShift = True
    End If
End Sub

Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer)
    KeyShift = False
End Sub

Private Sub Form_Resize()
    If frmMapEditor.WindowState = 0 Then
        If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX
        picBack.Height = (frmMapEditor.Height - 800) / Screen.TwipsPerPixelX
        scrlPicture.Height = (frmMapEditor.Height - 800) / Screen.TwipsPerPixelX
        frmMapEditor.scrlPicture.Max = ((frmMapEditor.picBackSelect.Height - frmMapEditor.picBack.Height) / PIC_Y)
        If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800
       
        frmAttributes.WindowState = 0
    End If
End Sub

Private Sub mnuDayNight_Click()
    If mnuDayNight.Checked = True Then
        mnuDayNight.Checked = False
    Else
        mnuDayNight.Checked = True
    End If
End Sub

Private Sub mnuExit_Click()
Dim X As Long

    X = MsgBox("Are you sure you want to discard your changes?", vbYesNo)
    If X = vbNo Then
        Exit Sub
    End If
   
    ScreenMode = 0
    Call EditorCancel
End Sub

Private Sub mnuEyeDropper_Click()
    If frmMapEditor.MousePointer = 2 Or frmMirage.MousePointer = 2 Then
        frmMapEditor.MousePointer = 1
        frmMirage.MousePointer = 1
    Else
        frmMapEditor.MousePointer = 2
        frmMirage.MousePointer = 2
    End If
End Sub

Private Sub mnuFill_Click()
Dim Y As Long
Dim X As Long

X = MsgBox("Are you sure you want to fill the map?", vbYesNo)
If X = vbNo Then
    Exit Sub
End If

If frmMapEditor.mnuType(1).Checked = True Then
    For Y = 0 To MAX_MAPY
        For X = 0 To MAX_MAPX
            With Map(GetPlayerMap(MyIndex)).Tile(X, Y)
                If frmAttributes.optGround.Value = True Then
                    .Ground = EditorTileY * TilesInSheets + EditorTileX
                    .GroundSet = EditorSet
                End If
                If frmAttributes.optMask.Value = True Then
                    .Mask = EditorTileY * TilesInSheets + EditorTileX
                    .MaskSet = EditorSet
                End If
                If frmAttributes.optAnim.Value = True Then
                    .Anim = EditorTileY * TilesInSheets + EditorTileX
                    .AnimSet = EditorSet
                End If
                If frmAttributes.optMask2.Value = True Then
                    .Mask2 = EditorTileY * TilesInSheets + EditorTileX
                    .Mask2Set = EditorSet
                End If
                If frmAttributes.optM2Anim.Value = True Then
                    .M2Anim = EditorTileY * TilesInSheets + EditorTileX
                    .M2AnimSet = EditorSet
                End If
                If frmAttributes.optFringe.Value = True Then
                    .Fringe = EditorTileY * TilesInSheets + EditorTileX
                    .FringeSet = EditorSet
                End If
                If frmAttributes.optFAnim.Value = True Then
                    .FAnim = EditorTileY * TilesInSheets + EditorTileX
                    .FAnimSet = EditorSet
                End If
                If frmAttributes.optFringe2.Value = True Then
                    .Fringe2 = EditorTileY * TilesInSheets + EditorTileX
                    .Fringe2Set = EditorSet
                End If
                If frmAttributes.optF2Anim.Value = True Then
                    .F2Anim = EditorTileY * TilesInSheets + EditorTileX
                    .F2AnimSet = EditorSet
                End If
            End With
        Next X
    Next Y
ElseIf frmMapEditor.mnuType(2).Checked = True Then
    For Y = 0 To MAX_MAPY
        For X = 0 To MAX_MAPX
            With Map(GetPlayerMap(MyIndex)).Tile(X, Y)
                If frmAttributes.optBlocked.Value = True Then .Type = TILE_TYPE_BLOCKED
                If frmAttributes.optWarp.Value = True Then
                    .Type = TILE_TYPE_WARP
                    .Data1 = EditorWarpMap
                    .Data2 = EditorWarpX
                    .Data3 = EditorWarpY
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If

                If frmAttributes.optHeal.Value = True Then
                    .Type = TILE_TYPE_HEAL
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If

                If frmAttributes.optKill.Value = True Then
                    .Type = TILE_TYPE_KILL
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If

                If frmAttributes.optItem.Value = True Then
                    .Type = TILE_TYPE_ITEM
                    .Data1 = ItemEditorNum
                    .Data2 = ItemEditorValue
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optNpcAvoid.Value = True Then
                    .Type = TILE_TYPE_NPCAVOID
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optKey.Value = True Then
                    .Type = TILE_TYPE_KEY
                    .Data1 = KeyEditorNum
                    .Data2 = KeyEditorTake
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optKeyOpen.Value = True Then
                    .Type = TILE_TYPE_KEYOPEN
                    .Data1 = KeyOpenEditorX
                    .Data2 = KeyOpenEditorY
                    .Data3 = 0
                    .String1 = KeyOpenEditorMsg
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optShop.Value = True Then
                    .Type = TILE_TYPE_SHOP
                    .Data1 = EditorShopNum
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optCBlock.Value = True Then
                    .Type = TILE_TYPE_CBLOCK
                    .Data1 = EditorItemNum1
                    .Data2 = EditorItemNum2
                    .Data3 = EditorItemNum3
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optArena.Value = True Then
                    .Type = TILE_TYPE_ARENA
                    .Data1 = Arena1
                    .Data2 = Arena2
                    .Data3 = Arena3
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optSound.Value = True Then
                    .Type = TILE_TYPE_SOUND
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = SoundFileName
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optSprite.Value = True Then
                    .Type = TILE_TYPE_SPRITE_CHANGE
                    .Data1 = SpritePic
                    .Data2 = SpriteItem
                    .Data3 = SpritePrice
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optSign.Value = True Then
                    .Type = TILE_TYPE_SIGN
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = SignLine1
                    .String2 = SignLine2
                    .String3 = SignLine3
                End If
                If frmAttributes.optDoor.Value = True Then
                    .Type = TILE_TYPE_DOOR
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optNotice.Value = True Then
                    .Type = TILE_TYPE_NOTICE
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = NoticeTitle
                    .String2 = NoticeText
                    .String3 = NoticeSound
                End If
                If frmAttributes.optChest.Value = True Then
                    .Type = TILE_TYPE_CHEST
                    .Data1 = 0
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optClassChange.Value = True Then
                    .Type = TILE_TYPE_CLASS_CHANGE
                    .Data1 = ClassChange
                    .Data2 = ClassChangeReq
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optScripted.Value = True Then
                    .Type = TILE_TYPE_SCRIPTED
                    .Data1 = ScriptNum
                    .Data2 = 0
                    .Data3 = 0
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
                If frmAttributes.optNPC.Value = True Then
                    .Type = TILE_TYPE_NPC_SPAWN
                    .Data1 = NPCSpawnNum
                    .Data2 = NPCSpawnAmount
                    .Data3 = NPCSpawnRange
                    .String1 = ""
                    .String2 = ""
                    .String3 = ""
                End If
            End With
        Next X
    Next Y
ElseIf frmMapEditor.mnuType(3).Checked = True Then
    For Y = 0 To MAX_MAPY
        For X = 0 To MAX_MAPX
            Map(GetPlayerMap(MyIndex)).Tile(X, Y).Light = EditorTileY * TilesInSheets + EditorTileX
        Next X
    Next Y
End If
End Sub

Private Sub mnuMapGrid_Click()
    If mnuMapGrid.Checked = True Then
        WriteINI "CONFIG", "MapGrid", 0, App.Path & "\config.ini"
        mnuMapGrid.Checked = False
    Else
        WriteINI "CONFIG", "MapGrid", 1, App.Path & "\config.ini"
        mnuMapGrid.Checked = True
    End If
End Sub

Private Sub mnuMinimize_Click()
    frmMapEditor.WindowState = 1
    frmAttributes.WindowState = 1
End Sub

Private Sub mnuProperties_Click()
    frmMapProperties.Show vbModal
End Sub

Private Sub mnuSave_Click()
Dim X As Long

    X = MsgBox("Are you sure you want to make these changes?", vbYesNo)
    If X = vbNo Then
        Exit Sub
    End If
   
    ScreenMode = 0
    Call EditorSend
End Sub

Private Sub mnuScreenshot_Click()
    If mnuScreenshot.Checked = True Then
        ScreenMode = 0
        mnuScreenshot.Checked = False
    Else
        ScreenMode = 1
        mnuScreenshot.Checked = True
    End If
End Sub

Private Sub mnuSet_Click(Index As Integer)
    pic1.Visible = True
    If mnuSet(Index).Checked = False Then
        mnuSet(Index).Checked = True
        picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & Index & ".bmp")
        EditorSet = Index
       
        scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y)
        frmMapEditor.picBack.Width = frmMapEditor.picBackSelect.Width
        If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX
        If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800
    End If
   
    For i = 1 To MAX_TILESHEETS
    If Dir(App.Path & "\GFX\Tiles" & i & ".bmp") <> "" Then
        'Add tilesheet # To the drop down menu
    End If
Next i
End Sub

Private Sub mnuType_Click(Index As Integer)
Dim i As Byte

    mnuType(Index).Checked = True
    If Index = 1 Then
        If mnuType(1).Checked = True Then
            frmAttributes.fraLayers.Visible = True
            frmAttributes.fraAttribs.Visible = False
            mnuTileSheet.Enabled = True
            frmAttributes.Visible = True
        End If
    ElseIf Index = 2 Then
        If mnuType(2).Checked = True Then
            frmAttributes.fraLayers.Visible = False
            frmAttributes.fraAttribs.Visible = True
            shpSelected.Width = 32
            shpSelected.Height = 32
            mnuTileSheet.Enabled = True
            frmAttributes.Visible = True
        End If
    Else
        If mnuType(3).Checked = True Then
            frmAttributes.fraLayers.Visible = False
            frmAttributes.fraAttribs.Visible = False
            mnuSet(6).Checked = True
           
            For i = 0 To ExtraSheets
                If i <> 6 Then frmMapEditor.mnuSet(i).Checked = False
            Next i
            frmMapEditor.picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & 6 & ".bmp")
            EditorSet = 6
           
            scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y)
            picBack.Width = picBackSelect.Width
            If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX
            If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800
            mnuTileSheet.Enabled = False
            frmAttributes.Visible = False
        End If
    End If
   
    For i = 1 To 3
        If i <> Index Then mnuType(i).Checked = False
    Next i
End Sub

Private Sub picBackSelect_KeyDown(KeyCode As Integer, Shift As Integer)
    If KeyCode = vbKeyShift Then
        KeyShift = True
    End If
End Sub

Private Sub picBackSelect_KeyUp(KeyCode As Integer, Shift As Integer)
    KeyShift = False
End Sub

Private Sub picBackSelect_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
    If Button = 1 Then
        If KeyShift = False Then
            Call EditorChooseTile(Button, Shift, X, Y)
            shpSelected.Width = 32
            shpSelected.Height = 32
        Else
            EditorTileX = Int(X / PIC_X)
            EditorTileY = Int(Y / PIC_Y)
           
            If Int(EditorTileX * PIC_X) >= shpSelected.Left + shpSelected.Width Then
                EditorTileX = Int(EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width)
                shpSelected.Width = shpSelected.Width + Int(EditorTileX)
            Else
                If shpSelected.Width > PIC_X Then
                    If Int(EditorTileX * PIC_X) >= shpSelected.Left Then
                        EditorTileX = (EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width)
                        shpSelected.Width = shpSelected.Width + Int(EditorTileX)
                    End If
                End If
            End If
           
            If Int(EditorTileY * PIC_Y) >= shpSelected.Top + shpSelected.Height Then
                EditorTileY = Int(EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height)
                shpSelected.Height = shpSelected.Height + Int(EditorTileY)
            Else
                If shpSelected.Height > PIC_Y Then
                    If Int(EditorTileY * PIC_Y) >= shpSelected.Top Then
                        EditorTileY = (EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height)
                        shpSelected.Height = shpSelected.Height + Int(EditorTileY)
                    End If
                End If
            End If
        End If
    End If
   
    If mnuType(2).Checked = True Then
        shpSelected.Width = 32
        shpSelected.Height = 32
    End If
   
    EditorTileX = Int((shpSelected.Left + PIC_X) / PIC_X)
    EditorTileY = Int((shpSelected.Top + PIC_Y) / PIC_Y)
End Sub

Private Sub picBackSelect_MouseMove(Button As Integer, Shift As Integer, X As Single, Y As Single)
    If Button = 1 Then
        If KeyShift = False Then
            Call EditorChooseTile(Button, Shift, X, Y)
            shpSelected.Width = 32
            shpSelected.Height = 32
        Else
            EditorTileX = Int(X / PIC_X)
            EditorTileY = Int(Y / PIC_Y)
           
            If Int(EditorTileX * PIC_X) >= shpSelected.Left + shpSelected.Width Then
                EditorTileX = Int(EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width)
                shpSelected.Width = shpSelected.Width + Int(EditorTileX)
            Else
                If shpSelected.Width > PIC_X Then
                    If Int(EditorTileX * PIC_X) >= shpSelected.Left Then
                        EditorTileX = (EditorTileX * PIC_X + PIC_X) - (shpSelected.Left + shpSelected.Width)
                        shpSelected.Width = shpSelected.Width + Int(EditorTileX)
                    End If
                End If
            End If
           
            If Int(EditorTileY * PIC_Y) >= shpSelected.Top + shpSelected.Height Then
                EditorTileY = Int(EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height)
                shpSelected.Height = shpSelected.Height + Int(EditorTileY)
            Else
                If shpSelected.Height > PIC_Y Then
                    If Int(EditorTileY * PIC_Y) >= shpSelected.Top Then
                        EditorTileY = (EditorTileY * PIC_Y + PIC_Y) - (shpSelected.Top + shpSelected.Height)
                        shpSelected.Height = shpSelected.Height + Int(EditorTileY)
                    End If
                End If
            End If
        End If
    End If
   
    If mnuType(2).Checked = True Then
        shpSelected.Width = 32
        shpSelected.Height = 32
    End If
   
    EditorTileX = Int(shpSelected.Left / PIC_X)
    EditorTileY = Int(shpSelected.Top / PIC_Y)
End Sub

Private Sub scrlPicture_Change()
    Call EditorTileScroll
End Sub



thx alot


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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 9:58 pm 
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Go back through your recent changes. If you were able to add all that stuff, you're more help to yourself than we are.

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 Post subject: Re: boot map
PostPosted: Sun Jan 20, 2008 10:32 pm 
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Wait a minute.. is that Elysium code?

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: boot map
PostPosted: Mon Jan 21, 2008 12:29 am 
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Joined: Mon Jun 18, 2007 9:53 am
Posts: 24
no...but i put some stuff from d-bugged.......is this the problem??


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 Post subject: Re: boot map
PostPosted: Mon Jan 21, 2008 12:59 am 
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Location: This magical place called 'reality'
Yes...

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 Post subject: Re: boot map
PostPosted: Mon Jan 21, 2008 1:19 am 
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I heard it causes cancer.


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 Post subject: Re: boot map
PostPosted: Mon Jan 21, 2008 1:33 am 
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Joined: Fri Jun 16, 2006 7:01 am
Posts: 2768
Location: Yorkshire, UK
Robin wrote:
is that Elysium code?

stilatore wrote:
i put some stuff from d-bugged


So, that's not a 'no', that's a 'yes'.

_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


Image


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 Post subject: Re: boot map
PostPosted: Mon Jan 21, 2008 5:01 am 
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Joined: Sun May 28, 2006 10:29 pm
Posts: 1762
Location: Salt Lake City, UT, USA
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Well see, we're all pretty good with the base MSE. When you go adding a bunch of stuff, and then have a problem it's pretty difficult for us to help fix it because we don't know what's what.

That's why, if you don't have the skills/patience to fix it yourself, we recommend the MSE as a base.

As for boot map, find the server side code for when you die. The boot map code should be right there, and you can find if it's been commented out in Elysium or what not.

_________________
I'm on Facebook! Google Plus LinkedIn My Youtube Channel Send me an email Call me with Skype Check me out on Bitbucket Yup, I'm an EVE Online player!
Why not try my app, ColorEye, on your Android devlce?
Do you like social gaming? Fight it out in Battle Juice!

I am a professional software developer in Salt Lake City, UT.


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 Post subject: Re: boot map
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 Post subject: Re: boot map
PostPosted: Tue Feb 08, 2022 7:54 pm 
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 Post subject: Re: boot map
PostPosted: Fri Mar 11, 2022 7:53 am 
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geartreatinggeneralizedanalysisgeneralprovisionsgeophysicalprobegeriatricnursegetintoaflapgetthebouncehabeascorpushabituatehackedbolthackworkerhadronicannihilationhaemagglutininhailsquallhairyspherehalforderfringehalfsiblingshallofresidencehaltstatehandcodinghandportedheadhandradarhandsfreetelephone
hangonparthaphazardwindinghardalloyteethhardasironhardenedconcreteharmonicinteractionhartlaubgoosehatchholddownhaveafinetimehazardousatmosphereheadregulatorheartofgoldheatageingresistanceheatinggasheavydutymetalcuttingjacketedwalljapanesecedarjibtypecranejobabandonmentjobstressjogformationjointcapsulejointsealingmaterial
journallubricatorjuicecatcherjunctionofchannelsjusticiablehomicidejuxtapositiontwinkaposidiseasekeepagoodoffingkeepsmthinhandkentishglorykerbweightkerrrotationkeymanassurancekeyserumkickplatekillthefattedcalfkilowattsecondkingweakfishkinozoneskleinbottlekneejointknifesethouseknockonatomknowledgestate
kondoferromagnetlabeledgraphlaborracketlabourearningslabourleasinglaburnumtreelacingcourselacrimalpointlactogenicfactorlacunarycoefficientladletreatedironlaggingloadlaissezallerlambdatransitionlaminatedmateriallammasshootlamphouselancecorporallancingdielandingdoorlandmarksensorlandreformlanduseratio
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 Post subject: Re: boot map
PostPosted: Thu Jun 02, 2022 2:49 am 
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 Post subject: Re: boot map
PostPosted: Fri Sep 09, 2022 1:23 pm 
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 Post subject: Re: boot map
PostPosted: Thu Oct 13, 2022 5:03 am 
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 Post subject: Re: boot map
PostPosted: Thu Nov 03, 2022 4:12 am 
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