beno_83au 1362 Posted April 3, 2016 I'm having a small icon appear on a HUD for a few seconds, that instantly begins to fade. I'm using: _display ctrlSetFade 0; //On instantly _display ctrlCommit 0; _display ctrlSetFade 1; //Then fades over a short time _display ctrlCommit 1; All good. On the same HUD, to have an icon turn on or off (no fading), I'm using this in a loop: if (_cond) then { _display ctrlSetText _text; } else { _display ctrlSetText ""; }; Again, all good. So, potentially a bit of a dumb question, but I was just wondering if using ctrlSetFade's transparency to hide/unhide an element is better than using ctrlSetText to "re-link"/"de-link" the image file to achieve an on/off effect for the element? Share this post Link to post Share on other sites
soolie 189 Posted April 3, 2016 I use ctrlShow to hide. Especially good bc you can use ctrlShown to check if hidden. 1 Share this post Link to post Share on other sites
dreadedentity 278 Posted April 3, 2016 As long as it works then it shouldn't matter. That being said, it's possible that the game would have to pull that resource from the HDD each time you switch on/off, which would take a long time (relative to computing times, it's not really that long), but I don't know what goes on under the hood so it's also possible that that resource is already loaded and the game just hooks that to your RscPicture, which would circumvent the previous argument. Again, that being said, it's probably better to just use ctrlSetFade to maintain consistency 1 Share this post Link to post Share on other sites
beno_83au 1362 Posted April 3, 2016 Thanks guys. I was thinking along similar lines dreaded, and also wanted to maintain some consistency so i might head that way. Share this post Link to post Share on other sites