Search found 10 matches
- October 4th, 2011, 2:24 am
- Forum: Modding, Modelling and Skinning
- Topic: _weapons.gsc and watchPickup()
- Replies: 3
- Views: 1674
Re: _weapons.gsc and watchPickup()
i'm still kinda lost at this one
- October 3rd, 2011, 3:34 am
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
Re: iprintln & setexpfog
"\n" iprintln("Hello \nWorld!"); Hello World! I have not tested this in a HUD however, unsure of its behaviour, but should be fine. level.adv = createServerFontString( "default", 1.4 ); level.adv setPoint( "TOP LEFT", "TOP LEFT", 112, 16); level.adv...
- October 3rd, 2011, 2:41 am
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
Re: iprintln & setexpfog
For CoD4. level.myhud = createServerFontString( "default", 1.4 ); level.myhud setPoint( <screenarea>, <relativearea>, <xoffset>, <yoffset>); level.myhud setText("..."); areas = TOP / TOP LEFT / TOP RIGHT / LEFT / CENTER / RIGHT / BOTTOM / BOTTOM LEFT / BOTTOM RIGHT 1.4 is the sm...
- October 3rd, 2011, 12:38 am
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
Re: iprintln & setexpfog
level.adv = newHudElem(); level.adv.horzAlign = "right"; level.adv.vertAlign = "top"; level.adv.alignX = "right"; level.adv.alignY = "top"; level.adv.x -= 6; level.adv.y += 6; // level.adv.font = "objective"; level.adv.fontscale = 2; level.adv set...
- October 2nd, 2011, 8:59 pm
- Forum: Modding, Modelling and Skinning
- Topic: _weapons.gsc and watchPickup()
- Replies: 3
- Views: 1674
_weapons.gsc and watchPickup()
i'm trying to make it so axis get no ammo when they pick up something or not even pick it if it's just ammo. looking back at _weapons.gsc i've found something called watchPickup() but there's nothing regarding the ammo itself. watchPickup() { Â Â Â Â self endon("death"); Â Â Â Â Â ...
- October 2nd, 2011, 8:39 pm
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
Re: iprintln & setexpfog
     hud_sponsor=newhudelem();     hud_sponsor.horzAlign = "left";     hud_sponsor.vertAlign = "top";     hud_sponsor.alignx = "left";     hud_sponsor.aligny = "top";     hud_sponsor.x = 8;     hud_spo...
- October 2nd, 2011, 8:37 pm
- Forum: Modding, Modelling and Skinning
- Topic: global variables
- Replies: 4
- Views: 1606
Re: global variables
thanks for your reply, i'm glad you went step by step but with my final example given i think i got it right, except for the array of players that may be undefined at the time of the call but i don't think so, assuming i'm calling it straight from __globallogic.gsc.
- October 2nd, 2011, 3:47 am
- Forum: Modding, Modelling and Skinning
- Topic: global variables
- Replies: 4
- Views: 1606
global variables
i'm not completely sure on how the global variables work on cod, but from what i've seen it's something like; self.name = false or true; where self = player, name = global variable name and false/true = state. i have no clue if state can be checked like the example below: if(!self.name) return false...
- October 1st, 2011, 11:41 pm
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
Re: iprintln & setexpfog
Use huds instead of iprintlnbolds i've found some usefull shit.. static const char *g_he_font[] = { "default", // HE_FONT_DEFAULT "bigfixed", // HE_FONT_BIGFIXED "smallfixed", // HE_FONT_SMALLFIXED "objective", // HE_FONT_OBJECTIVE }; // These values correspo...
- October 1st, 2011, 10:13 pm
- Forum: Modding, Modelling and Skinning
- Topic: iprintln & setexpfog
- Replies: 11
- Views: 4184
iprintln & setexpfog
i'm a former pawn coder and recently moved to cod, so here's my questions: can iprintln's position be changed? i'm trying to create an advertisement that never fades away, is there any other method besides using an endless loop to fix this? setexpfog doesn't seem to affect the skybox, am i able to c...