I have been working on a game project with my wife and we have a scipt that displays our objective hud when the O key is pressed. The code is as follows:
;Artifical Inteligence Script::::::::::::::::::::::::::
desc = Shows Objectives Text HUD (When O Key Is Pressed)
;Triggers
:state=0:hudreset,hudx=50,hudy=30,hudimagefine=gamecore\text\ww2_bf_l1objhud01.tga,hudname=objectives1,hudhide=1,hudmake=display,state=1
;O Key Pressed
:state=1,scancodekeypressed=24:state=2
:state=1:hudunshow=objectives1
:state=2:hudshow=objectives1,state=1
;End of Script
There are two TGA files I have created. The ..hud01.tga file has the following text in yellow letters: * Grab a radio and the map.
The second, ..hud02.tga has the same text but in green. The idea of the green lettering was to indicate the item required was collected, and if not, it stayed yellow.
What we are trying to accomplish is when the player starts, it is the hud01 file that is displayed when they press O, but once the map is picked up, it is the hud02 file displayed when they press O. I've tried to set it up using triggers, but it is always the hud01 file that shows no matter what.
I then thought maybe I needed to create a second script like the one I have posted, but name the "objectives1" to "objectives2" and set a trigger to launch the second script. Are we on the right track, or perhaps I've missed something simple?