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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Just a small tidbit if you try drawing this through menu good luck getting it to stretch properly according to the size.
Not all weapons are in the same size so if you try setting it to 256x128 some weapons are actually like 64x32 so they'll get horribly pixelated and flattened.
You can notice the size in hudiconration in the weapon file.
Aye mate you don't know me so y don't you shut tf up ok buddy
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Just a small tidbit if you try drawing this through menu good luck getting it to stretch properly according to the size.
Not all weapons are in the same size so if you try setting it to 256x128 some weapons are actually like 64x32 so they'll get horribly pixelated and flattened.
You can notice the size in hudiconration in the weapon file.
What is this hint_string at this point? If it is one of those &"Press...." things this method doesn't work.
If you add hint_string = "testing this"; above, does it show the hintstring testing this? I'm assuming it is one of those &"hint strings" is why I suggested trying this.
Edit: I looked at the script and those _sethinstring(&"hints") won't work either. It won't parse those for some reason.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
A couple things.
You can't just remove the &
Some of these have additional vars, cost, ammo_cost, that all needs edited
For it not to print anything or show anything would make me think that for loop isn't running except if it shows the ammo then it is, so it's a bit confusing
That ^ should be what you have in your weapons now.
And this is where you should put the iprints:
If any say 0 then there is an issue without the string being passed. If nothing prints, unless I made a mistake, then its not getting thread at all.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I've been meaning to get around to this but I have been too busy troubleshooting ORBiT. I think it can be done in menu using an existing dvar, like the flamethrower uses. I've added icons to hints for perks, several of them, and started to try my one hud that requires the gun image, and it seemed to work but I didn't have images so it was the default texture for most, then I got distracted. I would look in the weaponinfo menuDef in the hud.menu for something commented out that relates to the weapon icon or something if I remember correctly. Then use that dvar. It might be set when your holding the weapon?
If I'm wrong about that, then it simply becomes a matter of you setting your own dvar, based on the weapon file name. You could simply make your material match the weapon file name with _icon or something on the end. Use gsc to get the current wall weapon with _icon at end and set the client dvar to that, for the itemdef you added to menu. Of course you would need to be using menu hinstring method for your wall weapons for this to work easily.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Box Mappers Elite | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
what was the "existing dvar"? Ive been trying to find this for ages
Just thought I'd update and say I got it working properly:
(Image removed from quote.)
As Make said it's only a one line thing really if you're using trem's hintstring fix, where all the dvars are set I just set another one with the value being trig.script_noteworthy and _icon added at the end.