Few questions about SetCursorHint-function in WaW. 1st. I tried to add my own material to it by
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trigger SetCursorHint("hint_material");
But for some reason it isnt working, showing normal hand-icon. I have material in mod.csv and preCached on top of zombiemode main in mapname.gsc. 2nd. Is it possible to be moved under hinstring rather than having it next to hintstring?
You can add an itemdef in menu. Make your own function to set a dvar for it. I use this for the client hintstring option of my perks. The icon appears below the hintstring
Last Edit: November 10, 2015, 02:51:51 am by MakeCents
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Yeah, this is the thing I meant. Only want it to show with one trigger, so yeah. In what menufile should I be adding the itemDef then? And what kind of itemDef would it be?
Yeah, this is the thing I meant. Only want it to show with one trigger, so yeah. In what menufile should I be adding the itemDef then? And what kind of itemDef would it be?
Triggers are only relevant to your method. I made a different hintstring method for the perks using a dvar to set the hintstrings in menu. Then to add the icon, it was just a matter of adding another itemdef to that looking for another dvar. This can be set in gsc.
itemDef { name "hintstringicon" rect 15 15 30 30 forecolor 1 1 1 1 ownerdraw CG_PLAYER_WEAPON_BACKGROUND exp material (dvarstring("myhintstringicon")); visible when ( dvarstring("myhintstringicon") != ""); decoration }
Then you would edit the gsc so it set that dvar to "" or the shader you want to see at the time. How you do that is up to you, I use a multidimensional array and pass a var to get everything I need. But for his, you could prob just add another var to the sethintstring function, then check ifdefined set the dvar to that var, which would be the name of the material, but if it isn't defined, to set it to "". And where he sets all the dvars to " " or 0 in sethinstring_show, you would set your new dvar to "". That should work. You may have to adjust your rect though.
There may be an easier way, I haven't tried, cause I already had a system for hintstrings in menu, so I just updated that.
Last Edit: November 10, 2015, 01:44:33 pm by MakeCents
Triggers are only relevant to your method. I made a different hintstring method for the perks using a dvar to set the hintstrings in menu. Then to add the icon, it was just a matter of adding another itemdef to that looking for another dvar. This can be set in gsc.
itemDef { name "hintstringicon" rect 15 15 30 30 forecolor 1 1 1 1 ownerdraw CG_PLAYER_WEAPON_BACKGROUND exp material (dvarstring("myhintstringicon")); visible when ( dvarstring("myhintstringicon") != ""); decoration }
Then you would edit the gsc so it set that dvar to "" or the shader you want to see at the time. How you do that is up to you, I use a multidimensional array and pass a var to get everything I need. But for his, you could prob just add another var to the sethintstring function, then check ifdefined set the dvar to that var, which would be the name of the material, but if it isn't defined, to set it to "". And where he sets all the dvars to " " or 0 in sethinstring_show, you would set your new dvar to "". That should work. You may have to adjust your rect though.
There may be an easier way, I haven't tried, cause I already had a system for hintstrings in menu, so I just updated that.
I have Trems hintstring fix added, so thats one thing done already I will take a look at this tomorrow, thanks