# Convert XY To String
Flags —
Function
Converts the X and Y parameters into a string with the format “X,Y”.
# Arguments
fixed
— Xfixed
— Y
Returns — string
string libNtve_gf_ConvertXYToString(
fixed lp_x,
fixed lp_y,
);
# Related
Category: Conversion / Actor Conversions
- Convert Color To String —
string
— libNtve_gf_ConvertColorToString - Convert Bearings To String —
string
— libNtve_gf_ConvertBearingsToString - Convert XY To String —
string
— libNtve_gf_ConvertXYToString - Convert 3D Vector To String —
string
— libNtve_gf_Convert3DVectorToString - Convert 3D Rotation To String —
string
— libNtve_gf_Convert3DRotationToString - Convert String To Actor Message
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/NativeLib.galaxy:413
ActorCreate(null, "TriggerModel", (lp_model), null, "null");
lv_a = libNtve_gf_ActorLastCreated();
ActorSend(lv_a, libNtve_gf_ActorMsg1("SetPositionH", libNtve_gf_ConvertXYToString(PointGetX(lp_position), PointGetY(lp_position))));
ActorSend(lv_a, libNtve_gf_SetHeight(PointGetHeight(lp_position)));
return lv_a;
mods/core.sc2mod — base.sc2data/TriggerLibs/NativeLib.galaxy:719
// Automatic Variable Declarations
// Implementation
return libNtve_gf_ActorMsg1("MoverSetDestination2D", libNtve_gf_ConvertXYToString(lp_x, lp_y));
}
mods/core.stormmod — base.stormdata/TriggerLibs/NativeLib.galaxy:296
ActorCreate(null, "TriggerModel", (lp_model), null, "null");
lv_a = libNtve_gf_ActorLastCreated();
ActorSend(lv_a, libNtve_gf_ActorMsg1("SetPositionH", libNtve_gf_ConvertXYToString(PointGetX(lp_position), PointGetY(lp_position))));
ActorSend(lv_a, libNtve_gf_SetHeight(PointGetHeight(lp_position)));
return lv_a;
mods/core.stormmod — base.stormdata/TriggerLibs/NativeLib.galaxy:608
// Automatic Variable Declarations
// Implementation
return libNtve_gf_ActorMsg1("MoverSetDestination2D", libNtve_gf_ConvertXYToString(lp_x, lp_y));
}
mods/warcoop/warclassic.sc2mod — base.sc2data/TriggerLibs/WarClassic.galaxy:268
ActorCreate(null, "War3_TriggerEffect", (lp_model), null, "null");
lv_a = libNtve_gf_ActorLastCreated();
ActorSend(lv_a, libNtve_gf_ActorMsg1("SetPositionH", libNtve_gf_ConvertXYToString(PointGetX(lp_position), PointGetY(lp_position))));
ActorSend(lv_a, libNtve_gf_SetHeight(PointGetHeight(lp_position)));
return lv_a;