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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Hud Icon?

Author Topic: Hud Icon? (15 messages, Page 1 of 1)
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rerout343
Joined: Aug 7, 2010

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Posted: Dec 25, 2010 06:48 AM    Msg. 1 of 15       
Is there a way to create an Icon that will appear on the player's hud while a script is running and then disappear when it's over? I am aware that to make it appear, I will have to set it in my script like:

(show icon)
(rest of script)
(hide icon)


I geuss what I'm really asking is:
1) Can I have a completely useless hud object
2) What command would show/hide it


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 25, 2010 08:36 AM    Msg. 2 of 15       
Me and Jesse were talking about this just yesterday, and it is impossible to do unless you change your biped for that time, which is a tedious process. Or, have a special weapon or something.

I don't think it's worth all the work it would take.


SlappyThePirate
Joined: Aug 24, 2009

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Posted: Dec 25, 2010 10:25 AM    Msg. 3 of 15       
I'm exploring the sp tutorial windows. Perhaps it can be done that way.
EDIT: Or flashlight. But then you can't use the flashlight, and it might be glitchy.
Edited by SlappyThePirate on Dec 25, 2010 at 10:26 AM


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 02:27 AM    Msg. 4 of 15       
Would it be possible to change the bitmap associated with the timer to just be a simple icon. Because I wont need the timer.

Or if not that, how do I change the position of the timer on the hud? Because whenever I turn it on, it appears over the ammo counter. I can just use the timer count down if I have to.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 09:34 AM    Msg. 5 of 15       
(hud_set_timer_position short shot corner).

But what you would have to do is complicated and could screw up other stuff.
You would need to have a desired number, say 9, to have the icon you wanted.
Then have 0 have no icon I guess.
Then you would (hud_set_timer_time 0 9) and pause it. When you want it to go away, just (show_hud_timer false).

EDIT: This also means would would have to refrain from using the number from anything else in the hud.

EDIT EDIT: I still think this method is buggy and I recommend just forgetting about this.
Edited by MoooseGuy on Dec 26, 2010 at 09:37 AM
Edited by MoooseGuy on Dec 26, 2010 at 09:37 AM


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 09:53 AM    Msg. 6 of 15       
It's okay. I'm just going to use the timer on a 30sec countdown. I actually got the timer working 20mins after posting, I just forgot to update it.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 09:54 AM    Msg. 7 of 15       
oh i see, countdowns for loadouts i see?


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 10:04 AM    Msg. 8 of 15       
No, it's a countdown for a custom powerup I made.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 10:09 AM    Msg. 9 of 15       
Sounds cool. What's it do?


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 10:15 AM    Msg. 10 of 15       
I guess since I'm releasing my map this week I can leak a few details.

My powerup is basically 30 seconds of "instant-kill" bullets and melee. The only problem I'm still having is that while it is active I can kill my friendly AI as well, which are supposed to be invincible.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 10:35 AM    Msg. 11 of 15       
Oh, I see the dilemma now that you had before.

What you can do is set a global number for each marine that is spawned in an encounter in a continuous script, then you can use the value of that global to set another global's value. Through a continuous script, it will keep setting the number of the first global, based on the amount of marines in the encounter they use.
The second global will be set at the beginning of the powerup's use, and then it will compare the two at the end of the powerup's use and set a third global that tells it how many new marines to create. Here is what I mean:

(global short living_marines 0)
(global short marines_check 0)
(global short spawn_more_marines 0)

(script continuous marinecheck
(set living_marines (ai_living_count marines))
(sleep 30)
)

(script static void powerupscript
(COMMANDS)
(set marines_check (living_marines))
(COMMANDS)
(set spawn_more_marines (- marines_check living_marines))
(if (= spawn_more_marines 5)
(object_create_anew marine_1)
(object_create_anew marine_2)
(object_create_anew marine_3)
(object_create_anew marine_4)
(object_create_anew marine_5)
)
;;;---AND SO ON---


What this basically does is spawn the amount of marines that died during the powerup's use.
I hope this helped.
Edited by MoooseGuy on Dec 26, 2010 at 10:36 AM
Edited by MoooseGuy on Dec 26, 2010 at 10:37 AM


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 10:52 AM    Msg. 12 of 15       
That would work fine but I'm using 3 unique bipeds not just one biped used over and over again.

One alternate method I thought of, instead of using the omnipotent cheat, I was wondering I could adjust the health modifiers for the different difficulties, then have the map start on normal and switch to a modified easy difficulty for the instant kill?

Edit1: It just occurred to me It doesn't matter what ai I'm using.

Edit2: Would changing the difficulty cause a loading screen?
Edited by rerout343 on Dec 26, 2010 at 10:55 AM


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 11:01 AM    Msg. 13 of 15       
If you are changing the difficulty, it won't take effect until you restart the level "map_name mapname".
The script I wrote wasn't for 1 biped, it was for multiple, but yeah.


rerout343
Joined: Aug 7, 2010

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Posted: Dec 26, 2010 11:08 AM    Msg. 14 of 15       
Do you know a way to make the omnipotenent cheat not effect a specific encounter.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Dec 26, 2010 11:23 AM    Msg. 15 of 15       
Can't.

 

 
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