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perk icon lightning (like bo3 giant)

HOT
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Created 10 years ago
by death_reaper0
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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 ;)
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it was defined as self so i think it goes for just the one player, i should check that actually, and i dont remember the erroe but i remember it only showed up in co-op for some reason, i'll check my error log and see if i can still find it, if not i'll uncomment my unused precaches to make it show up again
i had a similar error relating to my craftables complaining about a shader. I never did work out what it was, but managed to get rid of it eventually

As for the hud that prob is correct,  but better double check just in case ;)

I did hud element based hintstrings for the craftables so they would show differently per "player". however one was no where near the table, I was, my hint showed on their screen. I think i used it the same way you have. Incidentally, there is another create hud function that definitely will work if this doesnt, if you look at my perk script ou can find it, or ill post it later. Its on Zeroy / UGX script reference whatever it was

i think create_simple_hud() is actually a "created" function in _utility. So could also look at it directly
Last Edit: January 15, 2016, 07:24:23 am by Harry Bo21
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Code Snippet
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hud = create_simple_hud( player );
or
Code Snippet
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hud = NewClientHudElem( player );

can be done pretty easily but the trade off is we need to use a material per "frame" for it. so will destroy your material count if you did it a lot. This is ok, only 5 extra materials

I was going to do this for vultures stink but was too lazy

What I did for vulture aid was take the big long image that is seen in the ipak exporter which has like many versions of the stink overlay for the stink that goes on top of the shader, then I made my own material type which was the 2D material type but it had the row/column count setting. I counted how many pictures were in the column and set the column count to that. Then in script, you can just constantly create the hud, set it to the material name, and it will choose a random image from the number of columns you specify every time. Then you just destroy the hud and create a new one with a new random shader. It is basically the same as this except you can have as many as you want while still only having one material precached. That is ( probably ) the right way and best way to make "animated" hud.
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Code Snippet
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hud = create_simple_hud( player );
or
Code Snippet
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hud = NewClientHudElem( player );

What I did for vulture aid was take the big long image that is seen in the ipak exporter which has like many versions of the stink overlay for the stink that goes on top of the shader, then I made my own material type which was the 2D material type but it had the row/column count setting. I counted how many pictures were in the column and set the column count to that. Then in script, you can just constantly create the hud, set it to the material name, and it will choose a random image from the number of columns you specify every time. Then you just destroy the hud and create a new one with a new random shader. It is basically the same as this except you can have as many as you want while still only having one material precached. That is ( probably ) the right way and best way to make "animated" hud.
some interesting things there i didnt know

Ive used column / row for fx elements, didnt know it would grab a random frame when used this way tho.

and yes that was the client version of the hud i was thinking of
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some interesting things there i didnt know

Ive used column / row for fx elements, didnt know it would grab a random frame when used this way tho.

and yes that was the client version of the hud i was thinking of

so long as you set the shader in different frames of time, which you probably already would if you tried this way because of course it would need to wait frames to show the hud, and because when you don't add waits to a while loop it freezes up unless there are conditions set at the top that have the possibility of being false.
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I've animated some myself, and random was not desired, and I too hit some issues doing this in gsc. That's why I do everything in menu now.

Many ways to do it. Thanks for sharing this way death reaper. It will not only be cool, it will spur more ideas.
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I've animated some myself, and random was not desired, and I too hit some issues doing this in gsc. That's why I do everything in menu now.

Many ways to do it. Thanks for sharing this way death reaper. It will not only be cool, it will spur more ideas.
you sound like a menu pro, i beg ou do a really in depth tutorial lol

there have been a few lately, but mostly only explain editing the "main menu", are mostly incomplete and dont fully explain, a lot of people ask me how to add a menu thatll pop up when you interact with something ( like ugxs trap machine )
Last Edit: January 16, 2016, 03:01:42 am by Harry Bo21
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you sound like a menu pro, i beg ou do a really in depth tutorial lol

there have been a few lately, but mostly only explain editing the "main menu", a lot of people ask me how to add a menu thatll pop up when you interact with something ( like ugxs trap machine )

Pawns the best, I've learned from looking at his stuff, and blunts helped a great deal as well. You would want a scriptmenu. As far as the stuff I do in menu, I just edit pawns perks through menu thing, or do something like it, basically to do most things.
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Very nice , will come in handy +1.

 
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