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SM5 Theming: MusicWheelItems grades

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Post #1 · Posté à 2014-09-24 04:12:42am il y a 9.6 années

Offline Musashi
Musashi Avatar Member
108 Messages
United States
Reg. 2014-05-03

I noticed that when coding for grades on the music wheel, the process is automatically carried out for each active player. The function to load the actor for grade graphic doesn't need to use player number as an argument.

params.Grade appears to return 'GradeTier_XX' for the highest score on each song on the wheel.

It's with this in mind that I'd like to add a colorful ring to the grades on the music wheel, but complications have arisen in getting them there.

If I loop the LoadActor command using For each pn in ivalues (GAMESTATE:GetHumanPlayers()), it loads the actor 4 times when 2 players are present. This appeared to be because it loads twice since there were 2 human players, and twice again automatically like with the grades.

More importantly, using test pictures, I found that any boolean function within the code that had 'pn' for an argument returned neither true nor false. The test pictures wouldn't load when placed either in the if clause or the else clause in:


if PROFILEMAN:IsPersistentProfile(pn) then
scores = GetProfileHighScores2(pn,params);
else
self:visible( true );
scores = GetMachineHighScores2(pn,params);
end;



if PROFILEMAN:IsPersistentProfile(pn) then
self:visible( true );
scores = GetProfileHighScores2(pn,params);
else

scores = GetMachineHighScores2(pn,params);
end;


Neither showed the image. It did show up when I put PLAYER_1 in place of pn, but I need to differentiate between players.

Is there a way I could check for Full Marvelous/Perfect/Great combo in such a way that doesn't need PlayerNumber as an arguement? Or is there another approach I can use?
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