Orion Elenzil's Resources
This resource provides a new function in the dglDraw family, dglDrawFullBitmapRepeating(), and modifies GuiBitmapCtrl to take advantage of it when possible.
Author Orion Elenzil Date 05/13/2008 (2:39 pm) Comment 1 comments
A primitive alternative array class implemented in script.
Author Orion Elenzil Date 03/12/2008 (9:56 am) Comment 16 comments
If you have a non-modal GuiControl ("non-modal" in this context means "invisible to mouse events"), it's modeless even in the GuiEditor, which means you can't select it. Frustrating ! This resource introduces a new method on GuiCanvas, "SetSelectNonModal()", which does what you might think, and changes the GuiEditor uses it.
Author Orion Elenzil Date 02/15/2008 (12:24 pm) Comment 0 comments
some useful convenience methods.
Author Orion Elenzil Date 02/12/2008 (9:11 am) Comment 6 comments
This small utility recursively walks through a simGroup, counting the instances of each class, and finally printing the results. Typically you would call this on the RootGroup, but it's also interesting to call it on the MissionGroup, ServerGroup, PlayGui, etc.
Author Orion Elenzil Date 02/07/2008 (2:56 pm) Comment 0 comments
in the GuiEditor, adds a display of the SimID and ClassName of the currently selected object. also when you click on the ID or ClassName, it's copied to the system clipboard.
Author Orion Elenzil Date 02/07/2008 (2:56 pm) Comment 1 comments
trivial string utilities.
Author Orion Elenzil Date 02/06/2008 (8:26 am) Comment 1 comments
add primitive image rotation to GuiBitmapCtrl
Author Orion Elenzil Date 12/26/2007 (10:31 am) Comment 10 comments
This resource provides a new resizing mode for GuiControls: Fit (in parent).
Author Orion Elenzil Date 11/12/2007 (1:45 pm) Comment 3 comments
a pair of script functions for converting from worldspace to object space and back.
Author Orion Elenzil Date 10/18/2007 (2:07 pm) Comment 1 comments
This resource creates a new class: SimSpace, who's purpose is to act as an aggregator of triggers so that multiple triggers can be linked together to act as one. This allows you to mark up a non-rectangular space and conveniently create behaviours for it.
Author Orion Elenzil Date 09/11/2007 (9:40 am) Comment 6 comments
trivial exposure of good old printf-style formatting of integers, floats, and strings.
Author Orion Elenzil Date 08/27/2007 (1:45 pm) Comment 1 comments
provides an easy way to tell if a script object is derived from specific parent classes. this is an improvement to testing on %obj.getClassName().
Author Orion Elenzil Date 08/14/2007 (9:42 am) Comment 5 comments
This just makes it so that the XYZ axes of the selection gizmo are drawn out to infinity. The extended lines are transparent and pretty wide, except when obscured by an object, in which case they're thin. (Similar to how the bounding boxes work)
Author Orion Elenzil Date 06/07/2007 (11:11 am) Comment 3 comments
this is similar to SceneObject::objBoxContainsPoint(). returns true or false depending on whether the object boxes of the two objects overlap.
Author Orion Elenzil Date 06/07/2007 (11:10 am) Comment 0 comments
adds two new forces to PhysicalZones: radial and vorticity.
Author Orion Elenzil Date 05/23/2007 (3:13 pm) Comment 7 comments
trivial exposure of engine functions VectorConvolve() and VectorConvolveInverse() to script.
Author Orion Elenzil Date 05/14/2007 (3:06 pm) Comment 3 comments
This resource provides a framework around instrumenting BitStream. It can help you answer questions like "How many bits are going out to each client ?" "How many of those bits are in Player ?" "How many are due to the MoveMask ?" "How many are due to MyCrazyJankyCustomNetmask ?" etc
Author Orion Elenzil Date 04/18/2007 (1:55 pm) Comment 5 comments
a new engine and script function, getScopeName(), which returns the current (or N-parental) script scope, plus using this function to provide more useful information as part of the "variable referenced before assignment" warning.
Author Orion Elenzil Date 03/04/2007 (12:32 pm) Comment 5 comments
Four new features in the GuiEditor which make it easier to lay controls out.
Author Orion Elenzil Date 03/04/2007 (12:31 pm) Comment 10 comments
