-kllr2001-
Veteran X
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);
}