Hilikus
03-19-2003, 09:42 PM
compatible with stripped
[T1 Request] trans ammohud and pinghudHilikus 03-19-2003, 09:42 PM compatible with stripped Ambient7 03-19-2003, 10:06 PM AmmoHUD (is this what you want?): // How often, in seconds, is the HUD to update itself? $AmmoHUD::updatetime = 0.1; Event::Attach(eventPlayGu iCreated, AmmoHUD::Create); Event::Attach(eventExit, AmmoHUD::Destroy); Event::Attach(eventConnec ted, AmmoHUD::Update); $Ammo::Descr[13] = "Bullet"; $Ammo::Descr[15] = "Plasma Bolt"; $Ammo::Descr[17] = "Grenade Ammo"; $Ammo::Descr[19] = "Mortar Ammo"; $Ammo::Descr[21] = "Disc"; // Create HUD, if exists Update function AmmoHUD::Create(%gui) { if($AmmoHUD::Exists) { echo("AmmoHUD::Exists!"); AmmoHUD::Update(); return; } // Make sure we don't double it! $AmmoHUD::Exists ="TRUE"; // Here's the main container $AmmoHUD::hudContainer=ne wObject(AmmoHUD_Container , SimGui::Control, 375, 325, 38, 54); // Here's the itemicons $AmmoHUD::ItemsTextObj = newObject(AmmoHUD_Text,Fe arGuiFormattedText,3,-2,32,58); // Add our controls to the container addToSet(AmmoHUD_Containe r, $AmmoHUD::ItemsTextObj); // Add the whole container to PlayGui addToSet(PlayGui, $AmmoHUD::hudContainer); // Update the HUD to set values AmmoHUD::Update(); } function AmmoCount(%weaponId) { %ammo = getItemCount($Ammo::Descr[%weaponId]); if(%ammo) { return("<F2>" @ %ammo); } else { return("<F1>~"); } } function AmmoHUD::Update() { // Only update if the Hud exists. We don't want a ton of error // messages if it doesn't. if($AmmoHUD::exists) { Control::SetValue(AmmoHUD _Text, AmmoCount(getMountedItem( 0))); // Return in $AmmoHUD::updatetime seconds! schedule("AmmoHUD::Update();", $AmmoHUD::updatetime); } } function AmmoHUD::Destroy() { if($AmmoHUD::exists) { removeFromSet(PlayGui, $AmmoHUD::hudContainer); deleteObject($AmmoHUD::hu dContainer); $AmmoHUD::Exists = ""; } } Haven't ported a PingHUD yet, though. cyclonite 03-19-2003, 11:57 PM Give this Ping Hud a try: //File: Ping.cs //Credits: Cyclonite //My attempt to grab your relative ping in Tribes. Event::Attach(EventConnec ted, Ping::Update); Event::Attach(eventPlayGu iCreated, Ping::Create); Event::Attach(EventExit, Ping::Destroy); function Ping::Destroy() { removeFromSet("playgui", $Ping::HUD); deleteObject($Ping::HUD); } function Ping::Create() { $Ping::HUD = newobject("PingHUD_Text", FearGuiFormattedText, 630, 84, 20, 20); AddtoSet(playGui, $Ping::HUD); } function Ping::Update() { Ping::computePing(); control::setValue("PingHUD_Text", "<F1>" @ $Ping::currentPing @ "ms"); schedule("Ping::Update();", 3); } function Ping::Ping() { remoteeval(2048, eval, PingHUDResponse, getsimtime()); } function remotePingHUDResponse(%cl ient, %origtime) { $Ping::currentPing = ((getsimtime() - %origtime) * 500); } function Ping::computePing() { %p = Ping::Ping(); $Ping::currentPing = floor($Ping::currentPing) ; } Hilikus 03-20-2003, 06:34 PM ammohud=no work Ambient7 03-20-2003, 06:44 PM ammohud=no work In the line: $AmmoHUD::hudContainer=ne wObject(AmmoHUD_Containe r, SimGui::Control, 375, 325, 38, 54); Remove the two spaces between "AmmoHUD_Containe" and the "r" (forum bugged it up). GreeD 03-27-2003, 11:43 AM Any way to get the Mines, nades, repair kit as a hud, much like ammo hud? Ambient7 03-27-2003, 12:12 PM ItemHUD? GreeD 03-27-2003, 01:53 PM Where you could place each hud where you wanted, like.... Mines--->3 1 <-----Repair Kit x <--- Crosshair Nades---->5 15 <---- Ammo Hud I cant get it strait on here but i hope you get it, i think coolguy did it for t2. The items are independant... Savage 03-27-2003, 01:56 PM that would be nice, like ammoHUD where it only requires events.cs. cyclonite 03-27-2003, 03:52 PM Greed, I sorta get what you are saying. Do a paint or photoshop of it so we can get a better idea of exactly what you want and I shall see if I can make that ItemHUD for ya ;) insidious 03-27-2003, 04:08 PM hes talking about a transparent itemhud, that shows how many mines, hand grenades, health kits you have, just like ammoHUD. it would be nice to have it only require events.cs. | ||