I've got 2 script related issues here, so I put both here to make it simpler.
First off, I'm wondering if it's possible for me to give an image displayed on the hud a tint? Basically, my ammo counter is blue currently, the numbers. But when a gun is low on ammo, I'd want it to be red. I already have red images I could use, but I'm wondering if there is a way to just simply give the images a tint, to save space on images used in my mod? Furthermore, how would I have it check for low ammo, and display these images instead?
Here is how I have the dvars set for my ammo counter, that is then drawn in motd_hud.menu
// Will comment/remove this line once I get the imagecounter working instead. // self SetClientDvar("hud_player_ammo_weapon", clipCount + "/" + stockCount);
Secondly, I can't seem to get Monkey Bombs to properly display on my hud? I've got an image, converted in assman just like my other elements, "the_giant_monkey". I'm using Dukip's MOTD hud, modified images and positions etc, to use an ammo counter with images.
Issue is, the images don't display? It shows the normal images, at it's normal position, instead of my images at my positions.
Yeah only have 4 (1 total of the secondary grenades) and just keep overriding the materials based on what secondary you have.
But to be honest it should automatically update already when you get monkeys. Doing give monkeybomb won't update it until you throw (or get it through script) it if you're using my HUD script
Yeah only have 4 (1 total of the secondary grenades) and just keep overriding the materials based on what secondary you have.
But to be honest it should automatically update already when you get monkeys. Doing give monkeybomb won't update it until you throw (or get it through script) it if you're using my HUD script
I had this, and got monkeys properly from the box, but they didn't show up on the hud?
Check the script you have to manually update the monkeys. (_zombiemode_weapons I think)
Code Snippet
Plaintext
//DUKIP - For molotov or any other unknown grenade type. if(maps\_t6_hud::is_grenade_type(weapon_string, false)) self SetClientDvar("hud_player_ammo_grenade_secondary", self GetWeaponAmmoStock(weapon_string));
Your _zombiemode_weapons.gsc had 2 instances where I saw a change. this, and one that returns playertype, which doesn't seem to be the issue of this. Both are included in my _zombiemode_weapons, and here is the alternate grenade part of it.
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
//DUKIP - For molotov or any other unknown grenade type. if(maps\_t6_hud::is_grenade_type(weapon_string, false)) self SetClientDvar("hud_player_ammo_grenade_secondary", self GetWeaponAmmoStock(weapon_string));
Your _zombiemode_weapons.gsc had 2 instances where I saw a change. this, and one that returns playertype, which doesn't seem to be the issue of this. Both are included in my _zombiemode_weapons, and here is the alternate grenade part of it.
ideally should go in the give weapon function or the box take function - as that's where the weapons script gets threaded too
Alternatively in the function that gets threaded ( zombiemode_monkeys.gsc or whatever )