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FPSC Classic Scripts / Objective Hud Display

Author
Message
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 3rd Mar 2009 05:16
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:



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?
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 3rd Mar 2009 09:07
You could have your current script be activated by the map entity when it gets picked up. Then edit this script so that when it becomes activated, it'll show the hud02 instead.


The one and only,


BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 4th Mar 2009 01:02
I never thought of that. Here I was trying to make something so complex and a simple solution was available. I did as you suggested. When the map is picked up, the hud in green is displayed.

Thank you Plystire. The wife and I appreciate the direction.

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