[T1] Help port WeapHUD to VP by -kllr2001- - TribalWar Forums
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Reload this Page [T1] Help port WeapHUD to VP
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-kllr2001-
VeteranX
Old
1 - 02-14-2003, 19:28
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Can someone please help me port this script to VP?


Code:
$NWH::UpdateTime = 0.30;
$NWH::XPos = 0;
$NWH::YPos = 300;
$NWH::Align = "Left";

Event::Attach(eventExit, NWH::Destroy);
Event::Attach(eventConnectionAccepted, NWH::Destroy);
Event::Attach(eventConnectionAccepted, NWH::Create);

function NWH::Create()
{
	//
	if(!$ConnectedToServer)
	{
		schedule("NWH::Create();", 1);
		return;
	}

		$NWH::hudContainer=newObject(NewWeaponHud_Container, SimGui::Control, $NWH::XPos, $NWH::YPos, 222, 550);
	
	if ($NWH::Align == "Left")
	{

		$NWH::WeapIcon00=newObject(newWeaponHud_WeapIcon00, FearGuiFormattedText, 8, 135, 45, 22);
		$NWH::WeapIcon01=newObject(newWeaponHud_WeapIcon01, FearGuiFormattedText, 8, 135, 45, 22);
		$NWH::WeapIcon02=newObject(newWeaponHud_WeapIcon02, FearGuiFormattedText, 8, 135, 45, 22);
		$NWH::WeapIcon03=newObject(newWeaponHud_WeapIcon03, FearGuiFormattedText, 8, 135, 45, 22);
		$NWH::WeapIcon04=newObject(newWeaponHud_WeapIcon04, FearGuiFormattedText, 8, 135, 45, 22);

		$NWH::AmmoText00=newObject(newWeaponHud_AmmoText00, FearGuiFormattedText, 103, 135, 0, 0);
		$NWH::AmmoText01=newObject(newWeaponHud_AmmoText01, FearGuiFormattedText, 103, 135, 0, 0); 
		$NWH::AmmoText02=newObject(newWeaponHud_AmmoText02, FearGuiFormattedText, 103, 135, 0, 0); 
		$NWH::AmmoText03=newObject(newWeaponHud_AmmoText03, FearGuiFormattedText, 103, 135, 0, 0);
		$NWH::AmmoText04=newObject(newWeaponHud_AmmoText04, FearGuiFormattedText, 103, 135, 0, 0);

		$NWH::PackIcon=newObject(newWeaponHud_PackIcon, FearGuiFormattedText, 34, 190, 22, 22);
	}
	else
	{

		$NWH::WeapIcon00=newObject(newWeaponHud_WeapIcon00, FearGuiFormattedText, 118, 0, 24, 18);
		$NWH::WeapIcon01=newObject(newWeaponHud_WeapIcon01, FearGuiFormattedText, 90, 0, 24, 18);
		$NWH::WeapIcon02=newObject(newWeaponHud_WeapIcon02, FearGuiFormattedText, 62, 0, 24, 18);
		$NWH::WeapIcon03=newObject(newWeaponHud_WeapIcon03, FearGuiFormattedText, 34, 0, 24, 18);
		$NWH::WeapIcon04=newObject(newWeaponHud_WeapIcon04, FearGuiFormattedText, 6, 0, 24, 18);

		$NWH::AmmoText00=newObject(newWeaponHud_AmmoText00, FearGuiFormattedText, 119, 22, 0, 0);
		$NWH::AmmoText01=newObject(newWeaponHud_AmmoText01, FearGuiFormattedText, 91, 22, 0, 0); 
		$NWH::AmmoText02=newObject(newWeaponHud_AmmoText02, FearGuiFormattedText, 63, 22, 0, 0); 
		$NWH::AmmoText03=newObject(newWeaponHud_AmmoText03, FearGuiFormattedText, 35, 22, 0, 0);
		$NWH::AmmoText04=newObject(newWeaponHud_AmmoText04, FearGuiFormattedText, 6, 22, 0, 0);

		$NWH::PackIcon=newObject(newWeaponHud_PackIcon, FearGuiFormattedText, 146, 0, 24, 18);
	}

	addToSet(NewWeaponHud_Container, $NWH::WeapIcon00);
	addToSet(NewWeaponHud_Container, $NWH::WeapIcon01);
	addToSet(NewWeaponHud_Container, $NWH::WeapIcon02);
	addToSet(NewWeaponHud_Container, $NWH::WeapIcon03);
	addToSet(NewWeaponHud_Container, $NWH::WeapIcon04);

	addToSet(NewWeaponHud_Container, $NWH::AmmoText00);
	addToSet(NewWeaponHud_Container, $NWH::AmmoText01);
	addToSet(NewWeaponHud_Container, $NWH::AmmoText02);
	addToSet(NewWeaponHud_Container, $NWH::AmmoText03);
	addToSet(NewWeaponHud_Container, $NWH::AmmoText04);

	addToSet(NewWeaponHud_Container, $NWH::PackIcon);

	addToSet(PlayGui, $NWH::hudContainer);

	NWH::Init();
	NWH::Update();
}

function NWH::Destroy()
{
	deleteObject($NWH::WeapIcon00);
	deleteObject($NWH::WeapIcon01);
	deleteObject($NWH::WeapIcon02); 
	deleteObject($NWH::WeapIcon03);
	deleteObject($NWH::WeapIcon04);

	deleteObject($NWH::AmmoText00);
	deleteObject($NWH::AmmoText01);
	deleteObject($NWH::AmmoText02);
	deleteObject($NWH::AmmoText03);
	deleteObject($NWH::AmmoText04);

	deleteObject($NWH::PackIcon);

	deleteObject($NWH::hudContainer); 
}


function NWH::Init()
{
	$NWH::WeaponList[0] = "Disc Launcher";
	$NWH::WeaponList[1] = "Grenade Launcher";
	$NWH::WeaponList[2] = "Mortar";
	$NWH::WeaponList[3] = "Plasma Gun";
	$NWH::WeaponList[4] = "Chaingun";
	$NWH::WeaponList[5] = "Blaster";
	$NWH::WeaponList[6] = "Laser Rifle";
	$NWH::WeaponList[7] = "ELF Gun";

	$NWH::AmmoList[0] = "Disc";
	$NWH::AmmoList[1] = "Grenade Ammo";
	$NWH::AmmoList[2] = "Mortar Ammo";
	$NWH::AmmoList[3] = "Plasma Bolt";
	$NWH::AmmoList[4] = "Bullet";

	$NWH::PackList[0] = "Inventory Station";
	$NWH::PackList[1] = "Ammo Station";
	$NWH::PackList[2] = "Energy Pack";
	$NWH::PackList[3] = "Repair Pack";
	$NWH::PackList[4] = "Shield Pack";
	$NWH::PackList[5] = "Sensor Jammer Pack";
	$NWH::PackList[6] = "Motion Sensor";
	$NWH::PackList[7] = "Ammo Pack";
	$NWH::PackList[8] = "Pulse Sensor";
	$NWH::PackList[9] = "Sensor Jammer";
	$NWH::PackList[10] = "Camera";
	$NWH::PackList[11] = "Turret";
}

function NWH::Update()
{
	%i = 0;
	$NWH::CarriedWeapons = 0;
	$NWH::MountedPack = "Nekkid";
	$NWH::MountedArmor = "Light Male";

	%clientId = getManagerId();
	
	$NWH::MountedWeaponID = getMountedItem(0);
	if ($NWH::MountedWeaponID == 11) { $NWH::MountedWeapon = "Blaster"; }
	else if ($NWH::MountedWeaponID == 13) { $NWH::MountedWeapon = "Chaingun"; }
	else if ($NWH::MountedWeaponID == 15) { $NWH::MountedWeapon = "Plasma Gun"; }
	else if ($NWH::MountedWeaponID == 17) { $NWH::MountedWeapon = "Grenade Launcher"; }
	else if ($NWH::MountedWeaponID == 19) { $NWH::MountedWeapon = "Mortar"; }
	else if ($NWH::MountedWeaponID == 21) { $NWH::MountedWeapon = "Disc Launcher"; }
	else if ($NWH::MountedWeaponID == 22) { $NWH::MountedWeapon = "Laser Rifle"; }
	else if ($NWH::MountedWeaponID == 24) { $NWH::MountedWeapon = "ELF Gun"; }
	else if ($NWH::MountedWeaponID == 25) { $NWH::MountedWeapon = "Repair Gun"; }

	for (%clear_temp = 0; %clear_temp < 6; %clear_temp++)
	{
		$NWH::CarriedWeaponList[%clear_temp] = "";
		$NWH::CarriedWeaponAmmo[%clear_temp] = "";
	}

	for (%weapon_count = 0; %weapon_count < 8; %weapon_count++)
	{
		%weapon_temp = getItemCount($NWH::WeaponList[%weapon_count]);

		if (%weapon_temp == 1)
		{
			$NWH::CarriedWeaponList[%i] = $NWH::WeaponList[%weapon_count];
			
			if ( $NWH::CarriedWeaponList[%i] == $NWH::MountedWeapon) {  $NWH::MountedWeaponPosition = %i; }
			if (%weapon_count < 5)
			{
				$NWH::CarriedWeaponAmmo[%i] = getItemCount($NWH::AmmoList[%weapon_count]);
			}
			else
			{
				$NWH::CarriedWeaponAmmo[%i] = "~";
			}

			%i++;
			$NWH::CarriedWeapons++;
		}
	}

	for (%pack_count = 0; %pack_count < 12; %pack_count++)
	{
		%pack_temp = getItemCount($NWH::PackList[%pack_count]);
		if (%pack_temp == 1) { $NWH::MountedPack = $NWH::PackList[%pack_count]; break; }
	}

	for (%armor_count = 0; %armor_count < 3; %armor_count++)
	{
		%armor_temp = getItemCount($NWH::ArmorList[%armor_count]);
		if (%armor_temp == 1) { $NWH::MountedArmor = $NWH::ArmorList[%armor_count]; break; }
	}


	NWH::UpdateHud();
}

function NWH::UpdateHud()
{
	for (%j = 0; %j < $NWH::CarriedWeapons; %j++)
	{
		control::setVisible("newWeaponHud_WeapIcon0" @ %j, True);
		
		if (%j == $NWH::MountedWeaponPosition)		
		{
			control::setVisible("newWeaponHud_AmmoText0" @ %j, True);
		}
		else
		{
			control::setVisible("newWeaponHud_AmmoText0" @ %j, False);
		}

		if (%j == $NWH::MountedWeaponPosition)
		{
			control::setValue("newWeaponHud_WeapIcon0" @ %j, "<B0,0:weaponHud\\" @ $NWH::CarriedWeaponList[%j] @ " On.bmp>");
			if ($NWH::CarriedWeaponAmmo[%j] == "~")
			{
				control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank1.bmp><B0,0:weaponHud\\Infinity On.bmp>");
			}
			else
			{
				if ($NWH::CarriedWeaponAmmo[%j] < 10)
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank2.bmp><f0>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
				else if (($NWH::CarriedWeaponAmmo[%j] > 9) && ($NWH::CarriedWeaponAmmo < 100))
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank1.bmp><f0>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
				else if ($NWH::CarriedWeaponAmmp[%j] > 99)
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<f0>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
			}
		}
		else
		{
			control::setValue("newWeaponHud_WeapIcon0" @ %j, "<B0,0:weaponHud\\" @ $NWH::CarriedWeaponList[%j] @ " Off.bmp>");
			if ($NWH::CarriedWeaponAmmo[%j] == "~")
			{
				control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank1.bmp><B0,0:weaponHud\\Infinity Off.bmp>");
			}
			else
			{
				if ($NWH::CarriedWeaponAmmo[%j] < 10)
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank2.bmp><f1>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
				else if (($NWH::CarriedWeaponAmmo[%j] > 9) && ($NWH::CarriedWeaponAmmo < 100))
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<B0,0:weaponHud\\blank1.bmp><f1>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
				else if ($NWH::CarriedWeaponAmmp[%j] > 99)
				{
					control::setValue("newWeaponHud_AmmoText0" @ %j, "<f1>" @ $NWH::CarriedWeaponAmmo[%j]);
				}
				
			}
		}
	}

	if (%j < 5)
	{
		while (%j < 5)
		{
			control::setVisible("newWeaponHud_WeapIcon0" @ %j, False);
			control::setVisible("newWeaponHud_AmmoText0" @ %j, False);
			%j++;
		}
	}

	control::setValue(newWeaponHud_PackIcon, "<B0,0:weaponHud\\"@ $NWH::MountedPack @ ".bmp>");

	schedule("NWH::Update();", $NWH::UpdateTime);
}
 
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Moss
VeteranX
Old
2 - 02-15-2003, 01:48
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mmm, it may be because its 6:47 am or because im still very drunk, but i'd say theres no reason why that shouldnt work for viking ;/
 
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cyclonite
VeteranXV
Old
3 - 02-15-2003, 01:58
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Code:
Event::Attach(eventConnectionAccepted, NWH::Destroy);
Event::Attach(eventConnectionAccepted, NWH::Create);
Try change those two lines to:
Code:
Event::Attach(eventLoadPlayGui, NWH::Destroy);
Event::Attach(eventLoadPlayGui, NWH::Create);
Oh, btw, I wrote that script
Also, I did make a Viking version, so if you find the release thread you should be able to download the Viking version.
 
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cyclonite
VeteranXV
Old
4 - 02-15-2003, 02:01
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Bah, forgot to turn off smilies in my previous post.

Use my suggested solution if there is no Sytax errors when the script tries to run of course. If there are any errors tell us what lines and should be able to fix it.
 
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-kllr2001-
VeteranX
Old
5 - 02-15-2003, 03:09
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Quote:
Originally posted by cyclonite
Oh, btw, I wrote that script
I know

Quote:
Originally posted by cyclonite
Also, I did make a Viking version, so if you find the release thread you should be able to download the Viking version.
Thanks, found it.
 
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Rosco-SS
VeteranXX
Contributor
Old
6 - 02-15-2003, 03:17
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Code:
Event::Attach(eventneedvpscript, NWH:convert);
 
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cyclonite
VeteranXV
Old
7 - 02-15-2003, 03:27
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Lol Rosco.

VP has an inbult script porting function Neat, I might port it to Stripped :P
 
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