.:HyPeX:. Posted April 13, 2014 Posted April 13, 2014 Well, i give up, simply dont get it. frotation takes the text to hell knows what, and i cant simply get it right. (Dont really get how it is supposed to work if i want text to be vertical from bottom to top of the screen, 270 rot.) frotationcenterX does nothing. frotationCenterY does nothing. Can someone help me out? My ingame nick is ~HyPeX~ BF3 Gamemode Progress: ~30% - Currently working on AI & MapManager
Speak Posted April 13, 2014 Posted April 13, 2014 I also would like to know more I think you should use shader I noticed that this does not work: float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, bool dxDrawImage ( float posX, float posY, float width, float height, mixed image [, float rotation = 0, float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, int color = tocolor(255,255,255), bool postGUI = false ] )
.:HyPeX:. Posted April 13, 2014 Author Posted April 13, 2014 I found myself it does have an effect over original rotation. My positions worked like this, but its still weird. for i=1, 4 do local a = "Text"..i dxDrawText(Dashboard.Positions.Text[a][1] , Dashboard.Positions.Text[a][2] * x, Dashboard.Positions.Text[a][3] * y, Dashboard.Positions.Text[a][4] * x, Dashboard.Positions.Text[a][5] * y, tocolor(255,255,255,alpha),3,"clear","left", "top", true, false,true, true, true, 270, x*0.05 + ((x*0.2) * i), y*0.85) end My ingame nick is ~HyPeX~ BF3 Gamemode Progress: ~30% - Currently working on AI & MapManager
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