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Waypoint help!

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Created 7 years ago
by jakob9696
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Date Registered: 18 August 2015
Last active: 4 years ago
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Developing custom banana colada script: https://youtu.be/OW_bIbCnXzo
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i'm scripting origins generators and i need to create a waypoint, then i followed a solution in this forum in cod waw but in bo3 using the following code doesn't load the image or in alternative doesn't show the direction arrow:

zm_mapname.zone
Code Snippet
Plaintext
image,i_hud_tomb_capture_spin
material,hud_tomb_capture_spin

Shader is a waypoint and is semi-loaded (faded) but has arrow

Code Snippet
Plaintext

#precache( "material", "hud_tomb_capture_spin");

// other stuffs

// self == generator struct
function Create_generator_HUD()
{
self endon( "death" );
if( !isDefined(self.capture_hud ) )
{
hud_elem = NewHudElem();
hud_elem SetTargetEnt( self );
hud_elem SetShader( "hud_tomb_capture_spin", 8, 8 );
hud_elem SetWayPoint( true,"hud_tomb_capture_spin");

hud_elem.hidewheninmenu = true;
hud_elem.immunetodemogamehudsettings = true;
self.capture_hud = hud_elem;
}
}

in alternative changing only "SetWayPoint", the shader is fully loaded as waypoint but there isn't the direction arrow


Code Snippet
Plaintext
hud_elem SetWayPoint( true);
here there is APE settings


is there someone who knows the solution?

I would use circle (radial) progress bar (for example the one used in gobblegums and specialist weapons ) instead line bar style which was also in cod waw. is there any way to replicate it without using menu files or lua but only gsc/csc?(i know we don't have the lua editor)

Last Edit: January 02, 2017, 06:25:36 pm by jakob9696

 
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