2 Feature Ideas
Moderator: Graf Zahl
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Doomed Soul
- Posts: 203
- Joined: Sun Apr 30, 2006 16:54
- Location: In front of my monitor working on Hell Opps.
- Contact:
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
HUDMessage is such a PAINFUL ELEMENT! I'll give it a real crack though. (I'm SOOOO rusty...)
This goes into a "LOADACS" text lump:
Keep in mind that it's only going to remember the first 8 letters of this name when it checks inside a WAD.
You can name this text lump entry anything you want, but it needs the following lines in it:
the code example follows:
To run this, your weapon calls ACS_ExecuteAlways with the appropriate parameters.
Oh, almost forgot to mention it calls this during the Select Frames! (The Wiki says to only have the gun raise, but it's practical to have anything you need to do to initialize your weapon there too.)
This goes into a "LOADACS" text lump:
Code: Select all
name_of_Global_ACS_entry
You can name this text lump entry anything you want, but it needs the following lines in it:
Code: Select all
#library "name_of_Global_ACS_entry"
#include "zcommon.acs"
Code: Select all
script 1 (int weapontype) {
//define 9 usable crosshairs
str XHairCodes[8];
//You'll need to define what the names of the crosshairs ARE before you can use them.
If(getcvar("crosshair")!=0) {
SetFont(XHairCodes[weapontype]);
hudmessage ("A"; HUDMSG_PLAIN, 999, CR_RED, 0.0, 0.0, 0.0);
}
}
Oh, almost forgot to mention it calls this during the Select Frames! (The Wiki says to only have the gun raise, but it's practical to have anything you need to do to initialize your weapon there too.)