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also tried using ScaleOverTime() but still nothing
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![]() | 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 used images instead and just keep setshader in a loop quickly to down size. I've never tried resizing text, but have you tried to chnage the fontscale and settext again after?
Edit:
Or have you tried this:
ChangeFontScaleOverTime


is there a
scaleOverTime()
?
hud_elem ScaleOverTime(time, width, height);
![]() | 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. |


![]() | 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 got it working
i just moved a few functions from MP to SP (since they arnt in the SP _hud.gsc)
maps\mp\gametypes\_hud::fontPulseInit();
maps\mp\gametypes\_hud::fontPulse(<player>);Spoiler: click to open...[close]


fontPulseInit()
{
self.baseFontScale = self.fontScale;
self.maxFontScale = self.fontScale * 2;
self.inFrames = 3;
self.outFrames = 5;
}
fontPulse(player)
{
self notify ( "fontPulse" );
self endon ( "fontPulse" );
player endon("disconnect");
player endon("joined_team");
player endon("joined_spectators");
scaleRange = self.maxFontScale - self.baseFontScale;
while ( self.fontScale < self.maxFontScale )
{
self.fontScale = min( self.maxFontScale, self.fontScale + (scaleRange / self.inFrames) );
wait 0.05;
}
while ( self.fontScale > self.baseFontScale )
{
self.fontScale = max( self.baseFontScale, self.fontScale - (scaleRange / self.outFrames) );
wait 0.05;
}
}