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FPSC Classic Scripts / Ammo HUD, display an image of shells left.

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ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 23rd Dec 2012 04:51 Edited at: 25th Dec 2012 23:50
EDIT: OK, have since been able to figure this out. Changed "plrfired" for "plrlastfired" seems to work better, but
script still cycles thru too fast. Have to use several conditions to slow things down. Anyway, kinda works.

Would rather use variables such as $A or $CA for ammo,but have not had any success.Any input/help if possible would be great.

addendum:Was able to get the ammo-count huds to display properly using $CA variable.

Here's the script i used.

Any suggestions on cleaning this up abit would be great.
2S!K
12
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Joined: 21st Jul 2012
Playing: Working on "This Is Home" an FPSc project
Posted: 26th Dec 2012 01:04
Nice effect CHEERS
Ross tra damus
3D Media Maker
18
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 26th Dec 2012 13:27
Very cool 'using and loading' ammo effect.

Thanks for sharing the script.
ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 27th Dec 2012 16:09
Thanks Ross tra damus & 2S!K
Works great with only one weapon. Soon as I throw in couple more (weapons)the HUD starts to show up with incorrect weapon.Looking for a condition that might solve this problem?
assaam
18
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Joined: 13th Oct 2006
Location: probably some pub in vienna
Posted: 3rd Jan 2013 17:04
ncmako,
Where did you find the "plrcurrentweapon" condition? I only know of the condition "currentweapon=X" and all it does is to check if the Player is holding the Weapon in the slot specified by X. Which you might use for this cause by the way.

Israeli self defense? Isn't that Jew-do?
Ein Metaller friert nicht,
er zittert vor Wut weil es nicht kälter ist!
ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 3rd Jan 2013 17:27
Hi assaam
As of the lastest updates (1.20) some changes were made.
Quote: "Changed currentweapon syntax to plrcurrentweapon for consistency. Updated
command to now accept names. E.g. plrcurrentweapon=www2/colt45"

"Currentweapon" is no longer used.
Corno_1
14
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Joined: 3rd Nov 2010
Location:
Posted: 4th Jan 2013 01:35
Very nice effect you create And you use the Vars very good (I have not much succes with vars )
But for more weapons Use this. I am not knowing if this works, but try it for me and give comment.


Corno


ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Jan 2013 03:36 Edited at: 4th Jan 2013 21:12
@ Corno_1
Thank you Corno, was looking for a way to use multiple weapons with this script. This might just work Will let you know shortly.

ok, first several attempts yielded poor results. Dragged fps down to 3 again. Remember the last script that was looping? Same thing.
Not giving up just yet.
Corno_1
14
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Joined: 3rd Nov 2010
Location:
Posted: 7th Jan 2013 17:48
Always this command It makes me angry that everybody want tweaks and performance, but this command is is one of the buggyst in the hole code

Sorry to say this as harsh. Scene you work great

Corno_1


ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 7th Jan 2013 18:38
No worries Corno_1, it's coming along just fine. Works great now.
Being an internal variable you just have to set it once(
:always:setvar=$CA)then what does the variable equal (varequal= 5)
This is what I wound up with. Works like a charm

The one thing I forgot before was to "hudunshow" when swapping weapon.

Thanks for your help corno_1
Corno_1
14
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Joined: 3rd Nov 2010
Location:
Posted: 7th Jan 2013 21:24
Great to hear
Maybe this is the solution for my spawn script


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