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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »UI buttons into a map

Author Topic: UI buttons into a map (9 messages, Page 1 of 1)
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Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: May 9, 2011 06:51 PM    Msg. 1 of 9       
Ok, Before I start, a couple things:
1) I have no idea what I'm trying to say as it's very hard to explain
2) I don't know what purpose will this do CE good, but it's just a theory/idea

Since the UI is a map with a bsp and everything, is it possible to integrate the UI buttons into some regular map to enable some other stuff (I don't know what yet, but it's just a theory)?

--For some reason, I feel like an idiot suggesting this....
Edited by Skyancez3o4 on May 9, 2011 at 06:51 PM


DarkAvengerX
Joined: Jul 13, 2010

I'll just stick to music as mapping is not for me.


Posted: May 9, 2011 07:09 PM    Msg. 2 of 9       
You can. There was this map I got before my pc got stolen that did just that. I believed it was limited to the exes comm=ands though unless you put these things in the ma then moulded the commands to be runnable through the pause menu.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 9, 2011 09:41 PM    Msg. 3 of 9       
Switches in the map would work I think.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: May 9, 2011 10:25 PM    Msg. 4 of 9       
Get firefight portent.


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: May 9, 2011 10:48 PM    Msg. 5 of 9       
No like what I mean is to make UI buttons on a map (On the side screen) that enables stuff, Firefight Portent uses the pause menu. Perhaps, having UI-like buttons on the side of the screen could enable some kind of sandbox map or something....

So like there's your screen:
(It's horrible but you should get it)
---------------------------------------------
| | |
| | |
| | |
|-------------------------------------------|
/\ and that's like a "sidebar" with UI-like buttons and you could spawn something ingame or have cheats or something....


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 9, 2011 11:34 PM    Msg. 6 of 9       
I think I understand what you're trying to ask... and yes that would be possible but if you don't already know about ui widgets than it's a bit too difficult to explain at the moment.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: May 10, 2011 12:39 AM    Msg. 7 of 9       
It's not without interuppting gameplay.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: May 10, 2011 12:57 AM    Msg. 8 of 9       
In other words, it's like firefight:decent's loadouts menu. Dwood, care to elaborate on this?
-Zekilk


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: May 10, 2011 09:39 AM    Msg. 9 of 9       
Quote: --- Original message by: cyboryxmen
In other words, it's like firefight:decent's loadouts menu. Dwood, care to elaborate on this?
-Zekilk
It was l28 that set up the UI for his map.

Should you already know how to use widgets, you'd basically just need to take the a10 help screen, change it to what you'd like it to be (being sure to uncheck the pause time flag), rename your scenario to a10, then in the script add a (display_scenario_help [short]) where [short] is the index of the strings in the ingame help text file string list you made for the widget.

 

 
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