vis editor window and fullscreen with values

  • #1, by tale-finch-gamesTuesday, 27. April, 13:15 A week ago
    My idea to change from window mode to full screen in the menu with 2 values. It works but it does not save the animation text when leaving the screen. Means is in window mode you go again to settings and should be Window there instead is Full there. How to save the value and retrieve when clicking again on the settings button? The whole I made at the start and end of the backdrop.

    Greetings Jens

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  • #2, by afrlmeTuesday, 27. April, 13:35 A week ago
    You've only shared a portion of the action parts in that action block, so I can't see what's going on. My German isn't that great, but I believe that's an at end of scene action block, yes?

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  • #3, by tale-finch-gamesTuesday, 27. April, 14:52 A week ago
    here is an example video as link. that he does not retain the value of the animation text.
    When window mode is text window when fulscreen is text full.

    greeting jens

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  • #4, by afrlmeTuesday, 27. April, 18:01 A week ago
    The video isn't giving me much information either. I wanted to see what action parts you were using in the action block screenshot you shared earlier, but to be honest you could easily check with a line of code inside of an at begin of scene action block.

    Actually, ignore what I just said. Why have you used 2 different values? Also you could just create 2 scene objects - one per animation - & link the animation of each one as the default animation, then link the same value to both of the objects then you just change the value with the set value action part to determine which animation should be shown. no need to do all this nonsense with play this animation, hide this animation, update this value, etc.

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  • #5, by tale-finch-gamesWednesday, 28. April, 23:13 A week ago
    You mean directly query the 2 values at start from the backdrop.

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  • #6, by afrlmeThursday, 29. April, 00:19 A week ago
    No, I mean you don't actually have to query anything.

    1. Create a value or condition.

    2. Create 2 scene objects.

    3. Create an animation per scene object & set that animation as the default animation for linked scene object via the properties tab.

    4. Again in the properties tab, link the value or condition to both of the scene objects.

    You should now be able to able to toggle which animation is shown by changing the value/condition. & because you linked them as default animations they will start playing as soon as you edit the value or condition & will also play on scene load too.

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