This panel stays in the same position where you put it, no matter

what the screen resoution is set at.

Has number digits for ammo and a red bar for health.

Be sure to copy the:Termin10.bmp, pan1pic.BMP, and health.pcx

into your work folder. 

Enjoy,

 the Mad Dog 11-25-01

//////////////////This goes above "function main()"///////////////////

FONT pan1_font,<Termin10.bmp>,14,16;

BMAP panel1 <pan1pic.BMP>;

bmap health_map = <health.pcx>;

var ammopan = 0;

var hbar = 0;

/////////////////////////////////////

/////////// This goes at the bottom in "function main()"//////////

// call further functions here...

md1panel();

//}

///////////////This goes in the level script//////////////////

panel hbar_pan

{

   hbar 50,0,50 health_map,1,player._health;

   pos_x=38;

   layer = 2;

   FLAGS OVERLAY;

   FLAGS REFRESH;

 //FlAGS TRANSPARENT;

}

//////////////////////////////////////////////////////////////

////////////////panel script//////////

Panel square_Pan

{

  BMAP panel1;

  POS_X=10;

  LAYER 1;

  FLAGS OVERLAY;

  FLAGS REFRESH;

//FLAGS TRANSPARENT;

}

 

panel digpan1

{

  pos_x   25;

  digits  0,0,3,pan1_font,1,ammopan;

  FLAGS OVERLAY;

  FLAGS REFRESH;

//FLAGS TRANSPARENT;

}

 

function md1panel()

{

  digpan1.visible = ON;

  hbar_pan.VISIBLE = ON;

  square_Pan.VISIBLE=ON;

 

 while(1)

{

   digpan1.pos_y = screen_size.y -36;

   square_Pan.POS_Y=SCREEN_SIZE.Y - 45;

   hbar_pan.POS_Y = SCREEN_SIZE.Y - 33;

if(ammo_number == 0) { ammopan = 0; }

if(ammo_number == 1) { ammopan = ammo1; }

if(ammo_number == 2) { ammopan = ammo2; }

if(ammo_number == 3) { ammopan = ammo3; }

if(ammo_number == 4) { ammopan = ammo4; }

if (PLAYER !=0){

hbar = player._HEALTH;

}

  wait(1);

 }

}