pluglobi.blogg.se

S2 controller editor
S2 controller editor













s2 controller editor
  1. #S2 CONTROLLER EDITOR HOW TO#
  2. #S2 CONTROLLER EDITOR SERIES#

However, to a regular watcher of parliament, it grated on me a little about how someone can just stand up in parliament and make a statement or even move a motion without going through the correct procedural processes.

#S2 CONTROLLER EDITOR SERIES#

Some of the political procedures shown are simply not correct, but perhaps the series can be forgiven for taking shortcuts. That's treated with humour and sensitivity, and humanises the character and the whole series.

s2 controller editor

Not wishing to reveal spolers, I think the main change occurs when Mailman has to race back to her home town to deal with a pressing issue there. As the episodes proceed, however, and we get to know the characters, the emotional side starts to shine through, and the series massively improves. Okay, I'm aware of Neville Bonner and even Ken Wyatt, but I still can't see why Mailman's character - completely upset over lack of indigenous services in the bush - could join the (now) government. Another point I had incredible difficulty with was how an aboriginal rights campaigner ends up joining the Liberal/National government. Members who've been going to branch meetings for years will be extremely disappointed by the low entry price Alex had to pay to become a senator. There are some ponderous issues raised, such as how an unknown woman from the bush (and not even a party member) becomes a senator to occupy a casual vacancy. When you must choose the class S2Engine make you see all the classes available for all types of object, you are able to choose only those valid for widgets.I was thinking the first couple of episodes were rather formulaic, not believable and a tad pedestrian. Warning the widgetClass parameter is very important if you want your widget to be different from button.

  • startHided True if widget must start hided.
  • clickTextColor Color to be multiplied by the texture widget shows when clicked (works if widget is button like).
  • clickTexname Filename of the texture resource widget shows when clicked (works if widget is button like).
  • fadeSpeed Speed widget must fade in when created.
  • textureColor Color to be multiplied by the widget background texture.
  • border True if widget has border, false otherwise.
  • borderColor Color of widget border if exists.
  • TextSpace Space, in pixels, between characters of widget text.
  • TextSizeY Vertical size of widget text characters.
  • TextSizeX Horizontal size of widget text characters.
  • If none the parent is assumed to be the main GUI widget.
  • grayedTextColor Color of the widget text when grayed.
  • litTextColor Color of the widget text when mouse over.
  • horizontalAlign Horizontal alignment of the widget respect to the parent widget.
  • verticalAlign Vertical alignment of the widget respect to the parent widget.
  • textAlign Text align: -1 left, 0 - center, 1 - right.
  • grayedTexname Filename of Texture resource used when widget is grayed.
  • litTexname Filename of Texture resource used when mouse over.
  • texname Filename of Texture resource used for widget background.
  • font Font resource filename this widget must use.
  • Y Y coordinate of the widget in screen space.
  • X X coordinate of the widget in screen space.
  • widgetClass Class widget must belong to (default is button).
  • Widget parameters you can set in the class params box are following: You can set widgets parameters in the Params Class box as showed in the up image.
  • Drag And Drop the Gui list item into the scene as showed into the following image.
  • Choose GUI class in the class list of the Create object box.
  • Note In theory you could be able to create only the GUIObject and than link it a script that creates all the GUI and its logic without using GUI editor or GameMachine at all.

    #S2 CONTROLLER EDITOR HOW TO#

    See also HUD for more info about how to script a GUIObject. texname Filename of the GUI background texture resource.cursorTexture Filename of the texture resource to apply to GUI cursor.fsm The Game Machine resource applied to the GUI object.showCursor True if GUI must show the mouse cursor.guiScript Filename of the script resource the GUI uses.GUIObject is an object containing a MainFrame (also known as HUD) widget.

    s2 controller editor

    Note Before working on your GUI you must first create a GUIObject. GUI is created by a special type of object called GUI, also GUIObject.















    S2 controller editor