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Weapon Hint strings

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Created 12 years ago
by Naminator999
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Hi,

Is there a way to make the hint strings for weapons, perks, etc. like BO2. I'm using UGX 1.0.4.

Where it says

Hold F for M14 [Cost: 500]

and also pic of gun underneath.

Example:

Spoiler: click to open...

After gun is purchased:

Hold F for Ammo [Cost: 250]

Example:

Spoiler: click to open...

Same for perks

Hold F for Revive [Cost: 500]

Example:

Spoiler: click to open...

Also how do you change the colour of certain parts of the hint strings.

Thanks.
Last Edit: May 23, 2014, 01:51:27 pm by Naminator999
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For weapon names you can just change your weapon's include line in _zombiemode_weapons.gsc.
Code Snippet
Plaintext
include_zombie_weapon_ugx("m60", 						"M60", 							3000,	true,	undefined,									undefined, 	"vox_mg",  		4);
The second argument is "M60". If I were to change that to "NEW GUN", in game it would appear "Press & Hold F to buy NEW GUN [Cost: 3000]".

For the yellow character on the weapon hintstring you can change line 651 in _zombiemode_weapons.gsc from:
Code Snippet
Plaintext
weapon_spawns[i] SetHintString( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo + ", Upgraded: " + upgraded_ammo + "]" );
to
Code Snippet
Plaintext
weapon_spawns[i] SetHintString( "Press ^3&&1 ^7to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo + ", Upgraded: " + upgraded_ammo + "]" );

To change quick revive to have the updated colored hint you can change it in zombie.str along with the other perks. Then for the solo version you can open _zombiemode_perks.gsc to line 828 where you will find this line:
Code Snippet
Plaintext
self SetHintString("Press & hold &&1 to buy Second Chance [Cost: " + 500 + ", Uses Left: " + level.ugxm_sp_quickrevive_maxuses + "]");
Change it to this:
Code Snippet
Plaintext
self SetHintString("Press & hold ^3&&1 ^7to buy Second Chance [Cost: " + 500 + ", Uses Left: " + level.ugxm_sp_quickrevive_maxuses + "]");

As for the gun hud image that is something fairly custom which I won't go into full detail with as it's somewhat extensive. I would recommend learning about how hud works via script to implement it. It would involve displaying the image when the player is within a radius of the weapon spawn, you would need to match the player to the weapon spawn with the zombie_weapon_upgrade KVP used on the spawns, you then will know which image to spawn.

For the ammo bit it's not exactly practical as each player needs a different message based on if he/she's bought the weapon or not. In world at war treyarch did this half way by changing the hint once it's bought to have the weapon and ammo cost. If you really want to do this then you would need to have two different triggers, one with each hint. You would then need to make a check for who has purchased the weapon, if they have display the ammo trigger to them, if not display the weapon cost.
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For weapon names you can just change your weapon's include line in _zombiemode_weapons.gsc.
Code Snippet
Plaintext
include_zombie_weapon_ugx("m60", 						"M60", 							3000,	true,	undefined,									undefined, 	"vox_mg",  		4);
The second argument is "M60". If I were to change that to "NEW GUN", in game it would appear "Press & Hold F to buy NEW GUN [Cost: 3000]".

For the yellow character on the weapon hintstring you can change line 651 in _zombiemode_weapons.gsc from:
Code Snippet
Plaintext
weapon_spawns[i] SetHintString( "Press &&1 to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo + ", Upgraded: " + upgraded_ammo + "]" );
to
Code Snippet
Plaintext
weapon_spawns[i] SetHintString( "Press ^3&&1 ^7to buy " + hint_string + " [Cost: " + cost + ", Ammo: " + ammo + ", Upgraded: " + upgraded_ammo + "]" );

To change quick revive to have the updated colored hint you can change it in zombie.str along with the other perks. Then for the solo version you can open _zombiemode_perks.gsc to line 828 where you will find this line:
Code Snippet
Plaintext
self SetHintString("Press & hold &&1 to buy Second Chance [Cost: " + 500 + ", Uses Left: " + level.ugxm_sp_quickrevive_maxuses + "]");
Change it to this:
Code Snippet
Plaintext
self SetHintString("Press & hold ^3&&1 ^7to buy Second Chance [Cost: " + 500 + ", Uses Left: " + level.ugxm_sp_quickrevive_maxuses + "]");

As for the gun hud image that is something fairly custom which I won't go into full detail with as it's somewhat extensive. I would recommend learning about how hud works via script to implement it. It would involve displaying the image when the player is within a radius of the weapon spawn, you would need to match the player to the weapon spawn with the zombie_weapon_upgrade KVP used on the spawns, you then will know which image to spawn.

For the ammo bit it's not exactly practical as each player needs a different message based on if he/she's bought the weapon or not. In world at war treyarch did this half way by changing the hint once it's bought to have the weapon and ammo cost. If you really want to do this then you would need to have two different triggers, one with each hint. You would then need to make a check for who has purchased the weapon, if they have display the ammo trigger to them, if not display the weapon cost.

Thanks.

Where would you recommend i start when learning WaW script.

Also, what are the different strings to change the colour.
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  • n123q45
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n123q45
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I would recommend learning the basics of a c language to get you into to some of the "styles" of gcz. then i recomend you look at the waw scripts and see how they are. This is how alot of people learn gsc, including me

 
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