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Help Me / Re: Table balance event does not fire
« Last post by Blind Joe on Today at 02:21:19 PM »
Thanks Corey, as far as I can tell there is nothing above the event that takes priority. Initially one of the bust out events fired in its place, but those are below this event which seems to suggests it isn't being triggered at all. I've attached the events template for you to have a look at. Thanks again  :)
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Help Me / Re: Table balance event does not fire
« Last post by Corey Cooper on Today at 01:40:38 PM »
Just tested this and it works as expected.  Usually when an event isn't firing when you think it should, often it is because another event is higher in priority and firing in its place.  But it could be a number of things.  Are there other events that could be firing instead?  Feel free to share your events template, or email it to me, if you want me to take a look.
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Help Me / Table balance event does not fire
« Last post by Blind Joe on Today at 12:52:21 PM »
I've made a new event, trigger is A table balance is suggested with no conditions.

In testing, I mloaded 2 tables with players and busted them out until they became unbalanced. I expected the event to fire at the moment a player is busted from one table causing the tables to become unbalanced, in turn causing a suggested movement, but when I make thata bust nothing happens.

On the control screen the table balance switches from YES to NO, and the suggest movement turns red, which I thought meant my condition for triggering the event had been met. What am I missing?
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Templates, Layouts and Sounds / Re: Sounds
« Last post by Blind Joe on September 18, 2021, 09:20:53 AM »
The bubble bursts:

Use the trigger a player busts out and the condition playersLeft=inTheMoneyRank

Edit: this event needs to be placed above any other bust out event in order for it to be given priority in checking the conditions are met.
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Help Me / Re: Event message image alignment
« Last post by Blind Joe on September 09, 2021, 01:51:40 AM »
Thanks for your help Corey  :)

Essentially I was experimenting to try and achieve something like the event message attached below (bust out messages with an individual "busted" style player image) but I think it's prohibitively time consuming and I keep running into more hurdles, eg. adding text between the image columns makes them go out of alignment again for some reason!

It's no big deal though, just something I thought I'd try. If there was ever a way to do this using the built in images rather than individual messages based on player IDs and custom images I'd be all for it though  ;)
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Help Me / Re: Event message image alignment
« Last post by Corey Cooper on September 07, 2021, 05:49:30 PM »
Thanks.  Took me a bit to reproduce, but I think I've figured this out for the most part.

The first issue is right here: <playerimage size=360>.  I can't recall if I knew this was slightly different going into version 3.7 or not, but the XML parser apparently works a little differently.  It does not like that the attribute value doesn't have quotes around it.  To fix this, add quotes: <playerimage size="360">.  This will size your player image correctly.  Without it the size defaults to 100 pixels.  And to get around that, I had to change the player image size override for the Game window in the Display section of the Preferences tab.  Using quotes fixes the sizing.

As for the <table> version, I honestly don't know why the element in one <td> would be aligned differently than the other.  I'm sure there's some obscure CSS rule somewhere that explains it.  But you can fix this by setting the alignment in the first <td>:

<table>
  <tr>
    <td style="vertical-align: top"><playerimage size="360"></td>
    <td><img src="C:\...\joe2.png"  width="360" height="360"></td>
  </tr>
</table>


With the adjustments, the two methods are more or less equal, but the table version has some extra whitespace around the images and even more whitespace at the bottom.  I'm sure that could be cleared up with some more adjustments, but I would just use the simpler flexbox version, as it adds no additional whitespace.

Ultimately I see what is missing is an option to utilize the player image in a way you want.  That is, the <playerimage> output will be rendered according to the player image preferences: it will be a specific size (unless overridden with the size attribute), and will have a border and background color and be shaped according to the player image preferences.  It would be nice I think to have another token that provides just the image path, allowing you to put that image into any HTML you want without restriction.  Thanks for bringing this to my attention.
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Help Me / Re: Event message image alignment
« Last post by Blind Joe on September 07, 2021, 12:30:47 PM »
The original is 1404 by 1404
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Help Me / Re: Event message image alignment
« Last post by Corey Cooper on September 07, 2021, 09:07:41 AM »
What is the original image size?  Also, if you could attach it that would be great, too.
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Help Me / Re: Event message image alignment
« Last post by Blind Joe on September 07, 2021, 02:17:27 AM »
Yes they are the same image. Here's what I used for table:

<table>
  <tr>
    <td><playerimage size=360></td>
    <td><img src="C:\...jpg"  width="360" height="360"></td>
  </tr>
</table>

And here's what I used for flexbox:

<div style="display: flex; flex-direction: row"><playerimage size=360><img src="C:\...jpg" width="360" height="360"></div>
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Help Me / Re: Event message image alignment
« Last post by Corey Cooper on September 06, 2021, 11:06:39 PM »
Are they the same image file?  Can you provide the exact HTML you used?  Attach the image(s) too if you don't mind.  I can play around with it.
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