Post: How to make a cool hud for current mod (x/25)
01-23-2012, 03:38 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Alright this is pretty simple

Add this where the HUD for menu is created:

    
self.cmtext = createFontString("default", "1.8");


basically make this when your menu updates, or wherever you init your menu.

add this:
    
self thread countMods();


here is the actually snippet
    
countMods()
{
self endon("death");
self endon("disconnect");
for(i = self.myCurz; i < self.menText.sizeWinky Winky
{
self.cmtext setText("Mod :" + self.myCurz[i] + "/" + self.menText.size);
}
}


now you have to notice some things.
self.cmtext = the current mod text, leave that alone.
myCurz is the cursor option which is hovered over. or the option going to be called. Look in the menu base and you find this out. usually named mCurs, or mOpt

self.menText.size is the max amount of your menu, it should also be called something different. mText, or iText etc.. this is your actuall names of your mods in your menu.

use this however, and thanks or reading this tut! :y:
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The following 3 users groaned at Jakes625 for this awful post:

247Yamato, Taylor, zxz0O0
01-24-2012, 07:30 PM #20
Karoolus
I'm the W@W Menu Guy !
Originally posted by IVI40A3Fusionz View Post
And just because people are more experienced than me they say i'm wrong :(.


who cares what other people say Winky Winky
do your own thing & you'll figure it out yourself Smile that's what i had to do al along Winky Winky
01-29-2012, 05:16 AM #21
Suprised how much feedback this got lol.

im still learning, imma stick to mw2 tho :p

---------- Post added at 01:16 AM ---------- Previous post was at 01:14 AM ----------

I kinda need a little help.

it seems like no matter what you do you'll get overflow, it's confusing.

where are you supposed to create the font string? cause on player connect, or playerspawned it'll create a new one everytime. and even if you destroy() it's still cache'd so is it impossible or what?
01-29-2012, 09:48 AM #22
Karoolus
I'm the W@W Menu Guy !
Originally posted by SatanicHispanic View Post
Suprised how much feedback this got lol.

im still learning, imma stick to mw2 tho :p

---------- Post added at 01:16 AM ---------- Previous post was at 01:14 AM ----------

I kinda need a little help.

it seems like no matter what you do you'll get overflow, it's confusing.

where are you supposed to create the font string? cause on player connect, or playerspawned it'll create a new one everytime. and even if you destroy() it's still cache'd so is it impossible or what?


the overflow fix in COD4 menus is based on NOT having a SetText() for every option in your meny you're browsing.. that's why it DOESN'T overflow.. what you do is the opposite, you're adding a SetText() which will make the menu overflow again..
i found something that MIGHT (i say MIGHT cause i'm not sure) help, try it & let us know Winky Winky
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01-29-2012, 10:53 AM #23
Thanks, that does help

also one more thing

is there a rotateYaw for the other way (like rolling)
01-29-2012, 11:15 AM #24
247Yamato
< ^ > < ^ >
Originally posted by SatanicHispanic View Post
Thanks, that does help

also one more thing

is there a rotateYaw for the other way (like rolling)


RotateYaw, RotatePitch, RotateRoll <- all those exist.

The following user thanked 247Yamato for this useful post:

01-29-2012, 11:45 AM #25
Originally posted by SatanicHispanic View Post
Thanks, that does help

also one more thing

is there a rotateYaw for the other way (like rolling)


Originally posted by 247Yamato View Post
RotateYaw, RotatePitch, RotateRoll <- all those exist.


As seen in my advanced forge mode Smile

The following user thanked x_DaftVader_x for this useful post:

247Yamato
01-29-2012, 12:31 PM #26
Originally posted by x. View Post
As seen in my advanced forge mode Smile



already found them out, but I check backed here and yamato already posted them :lol:

it's kinda wierd, and not smooth.. of what im trying to do.

what is the rollTo function, and can you guys explain on what that does?

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