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FPSC Classic Scripts / rawtext only 1 at a time?

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maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd Sep 2011 12:21
Hey guys,

a little question: is there a way to use more than one rawtext at a time?

i did a killcount in my project with raw and wanted to add a timer/stopwatch to get a relation of killcount and time, but when i use a timerscript (var-based) with a second raw, the killcount dissappears

i also want to do other rawtext-huds in addition, so is there a method to get more than one rawtext?

workaround is to use numeric-pic-huds, but killcount goes up to 1000+ and timer has also more than one number, so i dont know if its possible (tried the numeric-killcount found anywhere here but it only counts to 9, using just one decimal, way to lame for my project^^)
The Storyteller 01
15
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 2nd Sep 2011 12:25
Afaik only one rawtext displays at a time and there is no workaround

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd Sep 2011 15:03 Edited at: 2nd Sep 2011 15:04
gnaaa, thx for info, storyteller.

so i think i have to use the cash-system by Conjured E. for the killcount and pic-huds for the rest.


anyone has scripted a real stopwatch for fpsc (if possible, but i dont think so)? milliseconds-timer i can do on my own, but real timer with seconds.minutes and hours would be great.


thx
The Storyteller 01
15
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 2nd Sep 2011 16:56 Edited at: 2nd Sep 2011 18:10
The scripting is not the problem but you need to create a single hud for every count - which means that a 3 minute timer displaying minutes and seconds ONLY, allready requires a whooping 360 huds

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd Sep 2011 17:27 Edited at: 2nd Sep 2011 17:30
^^ yeah, hell of a work.

no, i will do the timecounter (milli/tenth seconds) as a raw (setvar, showvar and etimer>addvar script, already done yesterday evening) and the killcount with a method Conjured talked about here:

http://forum.thegamecreators.com/?m=forum_view&t=166747&b=23

looking at his cash system and set it up in the destroyscripts, it will be an easy killcounter up to 999.999 dead enemies, even enough for me

http://forum.thegamecreators.com/?m=forum_view&t=130281&b=24


thx @ Conjured Entertainment.
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 4th Sep 2011 22:53
You can always create user variable HUDs, or use HUDtext - you can have more then one hudtext up at the same time - plus hus text does not suffer from flickery text syndrome, which rawtext always seems to for me.

maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 6th Sep 2011 11:01
hey ched, thx for the hint with hudtext, is new to me.

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