soulza

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Viewing 15 posts - 241 through 255 (of 508 total)
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  • in reply to: DAMAGE PANEL #109844
    soulza
    Participant

    the boxes above the hitlog are enabled with res_mods/configs/xvm/soulzaskehoblue/battlelabelstemplates.xc

    this bit of code from line 31:-

     “hitlogHeader”: {
          “enabled”: true,
          “updateEvent”: “ON_DAMAGE_CAUSED, ON_PANEL_MODE_CHANGED”,
          “x”: 235,
          “y”: 915,
          “width”: 500,
          “height”: 1000,
          “textFormat”: { “color”: “0xF4EFE8”, “size”: 15 },
          //”format”: “{{hitlog-header}}”
          // Format of the full hitlog (header and body)
          // Формат полного хит-лога (шапка и тело)
          “format”: “{{hitlog-header}}”
        },

    Its slightly confusing as there is no hitlogheader.xc file which there should be according to the code above,

    what the code does is use hitlog.xc and looks for for the header within that file,

    line20-21 :-

     “defaultHeader”: “<img src=’cfg://soulzaskehoblue/keho/hitlogline1.png’width=’485′ height=’230′ align=’baseline’ vspace=’-50′>”,

       “formatHeader”:  “<img src=’cfg://soulzaskehoblue/keho/hitlogline1.png’width=’485′ height=’230′ align=’baseline’ vspace=’-50′>”,

    this is the code that calls the box images and places them where they are on the screen ,but these are just the empty boxes you need now to look in mods/configs/damage_log and open both blocked.cfg and damaged.cfg.

    these are the running totals that are displayed within the boxes for damage dealt and blocked damage , so if you raised the boxes say 100 pixels you would also need to raise both blocked and damaged 100 pixels and then go to battle observer and raise the logs 100 pixels ,if you move one you need to move them all.

     

     

        

    in reply to: DAMAGE PANEL #109842
    soulza
    Participant

    these are totally different mods , the danage logs i am using are from battle observer ,this panel is the damagepanel mod 

    in reply to: BW Mods by Polar Fox #110346
    soulza
    Participant

    all you need to do is goto world_of_tanks/mods and rename 0.9.19.0.1 to 0.9.19.0.2 and your done

    in reply to: BW Mods by Polar Fox #110344
    soulza
    Participant

    try this one , mods/0.9.19

    <a class="ipsAttachLink" href="/applications/core/interface/file/attachment.php?id=6868″ data-fileid=”6868″ rel=””>mod_tweaker_fog.wotmod

    in reply to: Chance to win XVM wn8 in battle. #112276
    soulza
    Participant

    master you need the .py file m8 , the template is correct as you are seeing some text , its looking for the .py file and not finding it,

    mod_wn8_chance.py

    in reply to: Chance to win XVM wn8 in battle. #112275
    soulza
    Participant

    here is SRQflyer’s code slightly (ever so) altered :)

    Untitled.png

      “teamRating”: {
          “enabled”: true,
          “updateEvent”: “PY(ON_UPDATE_TEAM_RATING)”,
          “x”: 190,
          “y”: 0,
          “shadow”: { “distance”: 1, “angle”: 90, “alpha”: 80, “blur”: 5, “strength”: 1.5 },
          “textFormat”: { “size”: 20 },
          “format”: “<font face =’agencyfb’ size=’20’><b>Team WN8: <font color=’#00EE00′>{{py:alliesAliveRating}}</font>{{py:alliesAliveRatingRatio=0?<font color=’#ffff00′>=</font| {{py:alliesAliveRatingRatio>0?<font color=’#00EE00′>&gt;</font>|<font color=’#EE0000′>&lt;</font>}}}} <font color=’#EE0000′>{{py:enemiesAliveRating}}</font>  <font color='{{py:alliesAliveRatingRatio>=0?#00EE00|#EE0000}}’>({{py:alliesAliveRatingRatio}}%)</b></font></font>”
        },

    in reply to: spent a bit of money on my PC #111968
    soulza
    Participant

    changed a few items around , i resprayed the black and white stuff to a metalic blue that does not show to well in the video below,

    added the 1060 sc graphics card ,and fan control panel ,also added cheap rgb lighting that work off remote control cheap yet effective, ohh and finaly found a good headset stand for a few pennies ,

    video quality is shyte but you get the drift , i am waiting on two LED temp readouts that should come this week to place in to the case.

     

    in reply to: Chance to win XVM wn8 in battle. #112272
    soulza
    Participant

    think i will borrow that m8 :)

     

    in reply to: Simple mod #112284
    soulza
    Participant

    if you cant follow that then you maybe this type of thing is not for you ,comments are in russian true but code is always in English , and the big red circle kind of gives you a clue ?

     

    in reply to: Chance to win XVM wn8 in battle. #112268
    soulza
    Participant

    ‘{{py:alliesAliveRatingRatio>=0?#00EE00|#EE0000}}’

     

    this line is correct  they are the green/red values make sure you have them correct

    in reply to: pic storage #110831
    soulza
    Participant

    Untitled.png

    shot_038.jpg

    in reply to: pic storage #110830
    soulza
    Participant

    Capture.PNG

    in reply to: HANGAR #112108
    soulza
    Participant

    update

    i have posted in eu forum to the maker of hangman hanger changer mod to see if the mod could be adapted to sync flag on floor with selected tank nation , hagerman has an option to display nation , atm this will display a set hanger of your choice for each nation ,what we need is to see if we could add seven pre defined national hangers to the preset included

    in reply to: A consideration? #112258
    soulza
    Participant
    5 hours ago, Gee said:

    for me. Make no differents to detect, .pyc files or .wotmotfiles. because you can rename all wotmodfiles too,

    And you can rename all files too, IN the .wotmods with winrar.

    the wotmodfile is only “.zip File without compression”. its only for the user that he can handle easier modfiles and the wot  client check if conflict files in different wotmodfiles. thats all.

    i was not aware that you could rename all files within the wotmod file ? are you sure on this ? i know you can rename .pyc files but can you also rename .swf files and the like ? i dont think you can

     

    in reply to: A consideration? #112256
    soulza
    Participant

    one thing to consider is this , why after five years have there been a move to place mods in the MOD directory and move away from res_mods ? ask yourself why ? because the new method puts all files to do with a mod in one place therefore much easier to read and check ,res_mods method could have multi files split through several sub directories , now which is easier to detect ? lol not rocket science

    if i was looking for a naughty mod and was checking the mods directory it would take seconds to find all files that a mod uses and decide if it was ok or illegal , if i was checking a res_mods setup i would find a naughty mod but it would be harder as .pyc files can be renamed to anything to hide their real use, you would then have to track down the other files the .pyc uses and comunicates with.

Viewing 15 posts - 241 through 255 (of 508 total)