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HOT
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Created 12 years ago
by pashan
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How do i make a image take over the whole screen for the whole game, like a hud, But it will be under all teh hud?

Let me know if more explanation is needed.
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like an oxygen mask from moon or mabey blood or scratches around the edges? I dont know how to do that but it would be cool!
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like an oxygen mask from moon or mabey blood or scratches around the edges? I dont know how to do that but it would be cool!

Yes Similar
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Yes Similar
Created a 2D texture then do:
Code Snippet
Plaintext
		something = create_simple_hud( self );
something.foreground = true;
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "location";
something.alignY = "location";
something.horzAlign = "location";
something.vertAlign = "location";
something.x = INT;
something.y = INT;
something.alpha = 1;
something SetShader( shader, X_SIZE, Y_SIZE );
So if something like fullscreen you would do
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something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "material_name", 640, 480 );
MAKE SURE TO PRECACHE IT.
precacheShader("material_name");
Last Edit: October 04, 2014, 12:14:15 am by DidUknowiPwn
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Created a 2D texture then do:
Code Snippet
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		something = create_simple_something( self );
something.foreground = true;
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "location";
something.alignY = "location";
something.horzAlign = "location";
something.vertAlign = "location";
something.x = INT;
something.y = INT;
something.alpha = 1;
something SetShader( shader, X_SIZE, Y_SIZE );
So if something like fullscreen you would do
Code Snippet
Plaintext
something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "material_name", 640, 480 );
MAKE SURE TO PRECACHE IT.
precacheShader("material_name");

what do i replace something with? (sorry im a n00b)
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what do i replace something with? (sorry im a n00b)
Nothing it's just a variable containing the information require to become a hud entity. You can name dildos for all I care for :P

If you want to turn it into a function where you can turn it on and off it'll require a different code as this will ensure it's static.
Last Edit: October 03, 2014, 11:31:27 pm by DidUknowiPwn
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what do i out in as INT

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something.x = INT;
something.y = INT;
Last Edit: October 03, 2014, 11:46:03 pm by pashan
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what do i out in as INT

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something.x = INT;
something.y = INT;
Oh you can remove that if you want to set it as a fullscreen shader, the alignX/Y and horz/vertAlign take care of that. (Also primarily the setShader since screen draw is considered 640x480.)
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got this error.

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got this error.

(Image removed from quote.)
Oops ._.
The function should have been create_simple_hud(), I just find and replace and forgot to use match whole word only XD

Also include _zombiemode_utility.
Last Edit: October 04, 2014, 12:16:35 am by DidUknowiPwn
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the game starts now but nothing shows up on teh screen

it is like normal, could u just basicly make a step-by-step tut on how to add ur code?
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the game starts now but nothing shows up on teh screen

it is like normal, could u just basicly make a step-by-step tut on how to add ur code?
Yeah I'll do a little tut.

Double Post Merge: October 04, 2014, 03:31:31 am
    • Find/create your shader.
    • Load up AssMan, create a new material.
    • Select materialType as 2D, blendFunc to Blend, tile to NO TILE, link to the image.
    • Build the material.
    • Copy raw/images/linked_image to mods/yourMod/images/
    • Go to your scripts folder create a new function or use it in an existing one (one that you created).
    • First precache the shader by using the function PrecacheShader("shader");[/u].
    • Function should include hud_spawn = create_simple_hud(self); //self represents the entity the function was called from so you better have called it like this: self thread newHUDElem or whatever entity self is BUT MAKE SURE IT'S A PLAYER.
Code Snippet
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	something = create_simple_hud( self );
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "shader", 640, 480 );
  • mod.csv should include the material by doing: material,material_name
  • Include image and compile

http://www.youtube.com/watch?v=MN1Upf7lhr4
Last Edit: October 04, 2014, 03:31:31 am by DidUknowiPwn
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I did every thing u did, but the image doesn't show:

This is my script:

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{

PrecacheShader("screen_overlay");

level thread screenfx();

}


screenfx()
{

something = create_simple_hud( self );
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "screen_overlay", 640, 480 );
something.alpha = 1;
return something;

}


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I did every thing u did, but the image doesn't show:

This is my script:

Code Snippet
Plaintext
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{

PrecacheShader("screen_overlay");

level thread screenfx();

}


screenfx()
{

something = create_simple_hud( self );
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "screen_overlay", 640, 480 );
something.alpha = 1;
return something;

}


Is the image included in the mod.csv?
And it's better to add,
Code Snippet
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PrecacheShader("screen_overlay");
in mapname.gsc before zombiemode::main();
Just to make sure there's no wait line before when precaching the shader.
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I did every thing u did, but the image doesn't show:

This is my script:

Code Snippet
Plaintext
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{

PrecacheShader("screen_overlay");

level thread screenfx();

}


screenfx()
{

something = create_simple_hud( self );
something.sort = 1;
something.hidewheninmenu = true;
something.alignX = "left";
something.alignY = "top";
something.horzAlign = "fullscreen";
something.vertAlign = "fullscreen";
something SetShader( "screen_overlay", 640, 480 );
something.alpha = 1;
return something;

}


Note how I set it, I called it when a player spawned. If you want to set it on level load you can place it on onPlayerConnect and add a waittill : "spawned_player". That will work without a hitch.

 
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