
Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Nov 19, 2012 05:51 PM
Msg. 1 of 7
Duh, yes. Last I remember the map didnt even use OS...
I'm not sure how Moose/Pepzee went about doing but what I would imagine is a bitmap that sequences (like, it has 4 variations), displays one for a number of seconds, then switches, etc...
In the code you would just have a script that is continuous, a loops every 4 seconds waiting for a input from the user on which difficulty to use. Once selected it just stops that script and starts the rest up. Edited by Higuy on Nov 19, 2012 at 05:51 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Nov 19, 2012 06:47 PM
Msg. 2 of 7
i think a better question would be could it work for multiplayer?
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Nov 19, 2012 07:08 PM
Msg. 3 of 7
You don't need OS to do it, but you can only do one Loadout screen per map. With OS, there is an option to load as many of those screens as you want. It's been a while since I looked at the setup for the player help ui.
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Mangenkyo
Joined: Jul 14, 2009
Yep!.. i know i'm in Space..
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Posted: Nov 19, 2012 07:28 PM
Msg. 4 of 7
Quote: --- Original message by: Tiel It didn't? Oh.
My memory fails me xP facepalm
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 19, 2012 08:48 PM
Msg. 5 of 7
Wait, you want a button built into the player's HUD? That's a whole 'nother crazy cookie, and wouldn't work well.
Assuming that's not what you meant, I'm guessing you want a loadout screen like Firefight Descent had that spawns the player upon pressing one of the loadouts.
We used the player-help menu (like the how-to-drive-a-tank instructions from b40) to do the loadout buttons menu. With some help from L28, the menu was modified to present standalone buttons rather than a dialogue box. The buttons were then each assigned to a script (I believe they were setloadout1, setloadout2, etc) and the scripts then ran their stuff to change the variable of a certain global, which was then used in the script run right after one of those scripts to spawn the player with the appropriate weapon set.
Look into the scripts included with the map, and ask L28 if he's willing to help you out UI-wise. Any further questions, PM me.
By the way, this will not work properly in multiplayer... Unless you want everyone playing to be stopped short with an UI due to one guy's death. Lol. Edited by MoooseGuy on Nov 19, 2012 at 08:49 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 19, 2012 08:50 PM
Msg. 6 of 7
That would happen a bit too often. People and their ridiculous preference for sniper rifles these days...
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 20, 2012 02:25 AM
Msg. 7 of 7
Same basic concept, just repurposing of the scripts that the buttons set off.
Say Button 1 spawns a green guy who defends, and Button 2 spawns a purple guy who attacks (lol @ Descent colors).
Button 1's script is going to do an ai_place command for the green guy, and then the actions of this guy will be handled by a command list and the encounter setup itself. Same with Button 2. If the script decides to go haywire due to rapidly pressing the same button, you can try reformatting the scripts so that the button sets a global, and a continuous script checks for that global to start doing its thing. Once the continuous script is done, it will reset that global, and you can press that button again and have it do something.
Anyways, some of that probably didn't make much sense. But if you're writing scripts for this later, I'll be more than willing to lend a hand.
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