|Kode wheel segment||Appearance/Display|
|Modifiers||opacity / priority / scale / width / height / above / max / enable hover state / Camera editors / Positioning (multiple) / HUD size (multiple) / Speech lines (Multiple)|
|Pre-made brains that use it||Unknown|
Appearance >Display> Display counter
Displays information with icons that represent a number variable. The default is a strange gem like object (I couldnt find it in the gallery). Not recommend to use with the health variable or other large number. Best used with a variable representing number of lives, as in the example.
I believed that you could change the default display to another object, however that does not seem to be the case at the moment. Not sure if this is a bug or not. Will update this page as I get information.
WHEN DO [display counter][numvar:lives][screen top center]
opacity: Paired with a number from 0 to 1 (i.e. 0.5) this controls the transparency of the display object
priority: Paired with a number this determines the layering order of text or images when placed in the same position. The higher the number the higher it appears in the stack. Text will always show above images, regardless of priority, so this tile only works with one sort of display item (either text or image).
scale: Paired with a number. It determines the visual size of the meter.1 being the default.2 being twice as big.
width: Paired with a number. It stretches the meter background and meter to fit the size specified.
height: Paired with a number. It stretches the meter background and meter to fit the size specified.
max: Paired with a number or variable. This determines what the far right of the meter represents as a number. So with a meter that shows from 0 to 100. You would put 100 in as the Max amount.
enable hover state: EXPLANATION NEEDED
Speech lines/speech bubble offset: EXPLANATION NEEDED
Camera Editors: EXPLANATION NEEDED
Positioning Sub Menu:
at world position: Paired with a vector or a IWP object. This will display text or images at the screen position that the object or vector in the world appears to be. It has no depth. Characters or objects that move between the text and the camera will not obscure the text.
at screen position: Paired with a vector variable. The screen vector requires an x and y coordinate between -1 and 1. Zero is the center of the screen for both the y (vertical) and x (horizontal) axis (and is the default if not set).
WHEN DO [vectorvar:sword][x][=][0.5]
WHEN DO [vectorvar:sword][y][=][-0.8]
WHEN DO [display][sword][at screen position][vectorvar:sword]
without 3D scaling: When you place an image at a world position the image will appear to get smaller as you walk away from it, following the rules of perspective. This modifier turns that off, so the image is always the same size. Will appear to move out of the way when a player gets close to it. Does not affect text.
HUD Size Sub Menu:
This changes the size of all images within the HUD. to one of three sizes It does not affect text size.
Choices are small HUD / medium HUD / large HUD
Speech Lines Sub Menu:
speech bubble offset: Does not work as expected.EXPLANATION NEEDED
speech max lines: Sets a limit to the number of lines displayed. Paired with a number
speech max width: Specifies the width of the speech bubble by amount of characters. Paired with a number
speech min lines: Sets a starting limit for number of lines displayed. Paired with a number.
speech min width: Specifies the minimum width for a speech bubble by amount of characters. Paired with a number
type on speed: Specifies how quickly text characters will appear. Paired with a number that represents how many characters will appear per second