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BO2 Tranzit & MOTD HUD (Ammo/Grenade) V1

HOT
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Created 9 years ago
by DidUknowiPwn
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So sick dude thx :)
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Looks sick i like that you can see the playername
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No grenade overlay? Ik it's possible because jbird did it...
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No grenade overlay? Ik it's possible because jbird did it...
What overlay?
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What overlay?
I think he means overlap, like this -

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Well I see it in mine ._. don't understand what he's getting at.
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Thanks heaps.
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My preferred name is "xSanchez78".
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Dude you are the best fucking menu file scripter ever dude. This mob of the dead hud is so awesome dude i really love it. I was wondering if you could help me re-create the perk hud system in a menu file to save hud spaces. I have already accomplished some of it, if you look here

http://ugx-mods.com/forum/index.php?topic=6763.0

the bottom pictures of the WIP show my perk hud setup. I couldn't make them change shader or X position with a dvar, if thats possible, i want to know. Could you please let me know, thanks.
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If it's in menu file it's better if you create a function then you use variables for them.

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#define PERK_SPACE (20)
#define PERK_X (10)
#define PERK_Y (10)

#define PERK_ICON(itemNum,imgArg,textArg) \
itemDef \
{ \
rect PERK_X (PERK_Y + (PERK_SPACE * itemNum)) 64 64 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_BOTTOM \
forecolor 1 1 1 1 \
style WINDOW_STYLE_SHADER \
background imgArg \
visible when( dvarInt("hud_player_has_perk_" + textArg) == 1 ); \
decoration \
} \
itemDef \
{ \
rect PERK_X (PERK_Y + (PERK_SPACE * itemNum)) 64 64 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_BOTTOM \
forecolor 1 1 1 1 \
style WINDOW_STYLE_SHADER \
background "hud_icon_perk_overlay" \
visible 1 \
decoration \
}
PERK_ICON(0,"specialty_shades","glasses")
 

That's not guaranteed to work it's an example.
Last Edit: June 21, 2015, 05:21:22 pm by DidUknowiPwn
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but is there a way to define the X value of the hud with a dvar so that it can be changed in script, that way i can move the perk huds where they stack like the normal perk huds made in script.

Can you define something in the parentheses next to PERK_ICON with a dvarInt?
Last Edit: June 21, 2015, 07:13:08 pm by alaurenc9
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#define PERK_X (dvarInt("hud_perk_x_base"))
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i remember trying that once and i got an error compiling the thing.
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Also since it'll be updating on the fly you have to put exp rect X ( PERK_X ) under rect.
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Also since it'll be updating on the fly you have to put exp rect X ( PERK_X ) under rect.

OOOOOOOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH thats why it didn't work OMFG thank you so much. Now i have perk HUD that works just like it does with the hud elems created in script except it is in menufile so i use 0 hud elems. Thank you so much dude for that tip and for this awesome MOTD hud.
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motd hud is realy nice! thanks!

 
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