UGX-Mods

Call of Duty 5: World at War => Tutorial Desk => Scripting => Topic started by: MakeCents on September 02, 2015, 03:04:53 am

Title: Zombie Counter, with menu, not hud
Post by: MakeCents on September 02, 2015, 03:04:53 am
This tut helps you create a zombie counter via menu file, so it doesn't use any hud elements. It uses your hud.menu file to make the zombie counter, three added lines to your _zombiemode_spawner.gsc, and add one line to your mod.csv (if needed). If you are using dogs, instructions are at the bottom for that.

(https://gyazo.com/685290fe701d5ae53a5448f9bde0ceac.png)


Instructions for the simple version:


 1. In hud.menu, in root/raw/ui, find "competitivemodescores", and add this to that menuDef

Code Snippet
Plaintext
	itemDef
{
name "zombiecounter"
rect 100 70 0 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM
textscale .5
textstyle ITEM_TEXTSTYLE_SHADOWED
textfont UI_FONT_OBJECTIVE
textalign ITEM_ALIGN_CENTER
forecolor 1 0 0 1
exp text ("Zombies Left: " + dvarInt("zombie_counter"))
visible when (dvarInt("zombie_counter") > 0);
decoration
}
Help if needed:
Spoiler: click to open...
   
menuDef
{
   name         "competitivemodescores"
   rect         -103 -71 0 0 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_BOTTOM
   fullScreen      0
   visible when    ( !ui_active() && dvarint( ui_hud_hardcore ) == 0 && dvarBool( miniscoreboardhide ) == 0 && dvarBool( hud_missionFailed ) == 0 && dvarint( arcademode ) == 1 || dvarint( zombiemode ) == 1 );
   
   itemDef
   {
      name         "playerscores"
      rect         0 0 100 0
      ownerdraw      CG_COMPETITIVE_MODE_SCORES
      visible         1
   }   
   itemDef
   {
      name "zombiecounter"
      rect         100 70 0 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM
      textscale      .5
      textstyle      ITEM_TEXTSTYLE_SHADOWED
      textfont      UI_FONT_OBJECTIVE
      textalign      ITEM_ALIGN_CENTER
      forecolor      1 0 0 1
      exp text      ("Zombies Left: " + dvarInt("zombie_counter"))
      visible   when    (dvarInt("zombie_counter") > 0);
      decoration
   }   
}   
(If you like, you can change visible   when    (dvarInt("zombie_counter") > 0); to visible 1 to always see the counter)

 2. In root/raw/_zombiemode_spawner.gsc, or in your root/mods/mapname/maps/_zombiemode_spawner.gsc, find:
Code Snippet
Plaintext
init()
{
3. Change it to this:
Code Snippet
Plaintext
init()
{
SetDvar("zombie_counter", level.zombie_total + get_enemy_count());
4. then find this:
Code Snippet
Plaintext
zombie_death_event( zombie )
{
zombie waittill( "death" );
5. and change it to this:
Code Snippet
Plaintext
zombie_death_event( zombie )
{
if(GetDvarInt("zombie_counter") <= 0) SetDvar("zombie_counter", (level.zombie_total + get_enemy_count())-1);
zombie waittill( "death" );
SetDvar("zombie_counter", level.zombie_total + get_enemy_count());

 6. Add this to your mod.csv, if you don't have it already here or in another csv:
Code Snippet
Plaintext
menufile,ui/hud.menu

 7. Build mod.


Count Dogs

If you want to count dogs too:
 1.  Open _zombiemode_dogs.gsc, in root/raw/maps, or in root/mods/mapname/ and find:
Code Snippet
Plaintext
dog_death()
{
self waittill( "death" );
2. change it to this:
Code Snippet
Plaintext
dog_death()
{
if(GetDvarInt("zombie_counter") <= 0) SetDvar("zombie_counter", (level.zombie_total + get_enemy_count())-1);
self waittill( "death" );
SetDvar("zombie_counter", level.zombie_total + get_enemy_count());


Title: Re: Zombie Counter, with menu, not hud
Post by: thezombieproject on September 02, 2015, 03:31:58 am
great work again man, ill be using this on Atlas Labs!
Title: Re: Zombie Counter, with menu, not hud
Post by: Yehboi on December 22, 2018, 04:10:37 am
didn't work for me. when i build mod, in notepad it says "the file has been modified...blah blah reload" then the /meufile,ui/hudd.menu is removed


Title: Re: Zombie Counter, with menu, not hud
Post by: Yehboi on December 22, 2018, 04:18:10 am
i fixed it but now no zombies spawn... lol i give up