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nade UI

Posted: Wed Aug 24, 2005 10:26 pm
by lizardkid
yes, another UI question.

I've gotten it into my head to create a small static menu on the side of my screen depicting a little nade symbol and the number of nades i have, regardless of what weapon i have out.

i've got a bind to exec a script that looks like this

Code: Select all

// nadez.scr
// cvar setter for porinfo.urc

start:

useweaponclass grenade
wait 700
set nades playerstat 4
wait 100
useweaponclass pistol
wait 400
showmenu porinfo
centerprint "Interface initialized."
porinfo is the menu in question.

atm, however, the cvar takes that literally, and shows "playerstat 4" beside my cute little nade shader, as opposed to the number of grenades i have.

it probably wouldnt have worked anyway, but is there any way i can retrieve the ammo i have in a particular slot without that slot being primary?

IDEA

Posted: Fri Aug 26, 2005 8:34 am
by tltrude
Sorry, I wont help because it is a stupid idea!!! The number of granades you have left shows up on the left of the screen when you select granades. Besides, if you can't remember how many you have used during a game, your brain is not smart enough to alter game files, lol!

Posted: Fri Aug 26, 2005 9:07 am
by Axion
Wow, that was kind of rude. I don't see anything wrong with the idea, since he's doing it to help himself learn.

Posted: Fri Aug 26, 2005 1:39 pm
by PKM
Axion wrote:Wow, that was kind of rude.


true but he did lay down a 'loophole' by putting the word 'rude' in his screen name. kinda hard to cry foul. sorta like acting surprised when someone named Joey Arsonist is caught for burning your neighbor's house down.

Posted: Fri Aug 26, 2005 3:37 pm
by lizardkid
I'd have to say i've proved myself adept enough at altering game files to know what i'm doing. if i havent then i shouldnt have to for your sake. I'm asking a question for help not a critique of an idea; however pointless.

the cvar method isnt working because of the cvar... which is reading it literally.

so i guess i need something like getcvar() for this, is there anything like that in console scripting?

btw his name is Tom L Trude, thus the username tltrude.

Posted: Wed Aug 31, 2005 12:00 am
by lizardkid
bump out of my renewed interest in the idea.

Is there any way to make a cvar hold something besides a literal value? such as getting the ammo (playerstat 4) and storing it in a cvar?

Posted: Wed Aug 31, 2005 5:24 am
by Kiko
I'm sorry I don't know how to fix it, I just wanted to add something...

Our clan, during scrims, before we rush into an area 1 by 1 we list off how many grenades we have (2 start out grenades) so that everybody knows what everyones grenade limit is.

It mind sound kind of stupid to some people but it is very tactical, if your running with a guy (say its you and another person) and he has no grenades left and you expect him to throw a grenade somewhere and didn't know he had no grenades left then it can turn ugly (seen it happen many times).

So basically what I am saying is that it is just making it easier for him to know how many grenades he has at a quicker rate...

Re: IDEA

Posted: Wed Aug 31, 2005 10:41 pm
by hogleg
tltrude wrote:Sorry, I wont help because it is a stupid idea!!! The number of granades you have left shows up on the left of the screen when you select granades. Besides, if you can't remember how many you have used during a game, your brain is not smart enough to alter game files, lol!
LMAO.......ohh god thats funny. Its usually Lizard making the rude comments.....pay backs are hell :lol: