Create_Newsbar( Shader, Align, Alpha, Color, Speed )
//Example's ,
level thread Create_Newsbar(); // You don't have to define any option's for it to work there are defaults.
level thread Create_Newsbar( undefined, "BOTTOM", 50, ( 180, 0, 0 ) );
Set_Newsbartext( Text, Font, FontScale, Color, GColor, GAlpha )
//Example's ,
level thread Set_Newsbartext( "Welcome To ^4NITRAM's ^7Modified Warfare" ); // Now with this you can if you wont just define the text.
level thread Set_Newsbartext( "Welcome To ^4NITRAM's ^7Modified Warfare", "BIGFIXED", 1, ( 180, 0, 180 ), ( 180, 180, 0 ), 50 );
Update_Newsbar( NewText, KeepOld )
//Example's ,
level thread Update_Newsbar( "Welcome To ^4NITRAM's ^7Modified Warfare ^1only 30 minutes left!" ); // Won't keep the old message
level thread Update_Newsbar( player.name + " Has been kicked by " + self.name, true );
Create_Newsbar( Shader, Align, Alpha, Color, Speed )
{
News = spawnStruct();
News.Text = newHudElem();
News.Text.alignX = "CENTER";
News.Text.horzAlign = "CENTER";
News.Text.foreGround = true;
News.Text.hideWhenInMenu = true;
News.Text.Glow = 1;
News.Text.Sort = 2;
News.Shader = newHudElem();
News.Shader.horzAlign = "CENTER";
News.Shader.alignX = "CENTER";
News.Shader.foreGround = FALSE;
News.Shader.hideWhenInMenu = TRUE;
News.Shader.Sort = 1;
News.Speed = 60;
if( isDefined( Speed ) ) News.Speed = Speed;
if( isDefined( Align ) )
{
News.Text.alignY = Align;
News.Text.vertAlign = Align;
News.Shader.alignY = Align;
News.Shader.vertAlign = Align;
}
else
{
News.Text.alignY = "TOP";
News.Text.vertAlign = "TOP";
News.Shader.alignY = "TOP";
News.Shader.vertAlign = "TOP";
}
if( isDefined( Alpha ) ) News.Shader.Alpha = Alpha;
else News.Shader.Alpha = 0.75;
if( ( !isDefined( Color ) ) && ( !isDefined( Shader ) ) ) Shader = "BLACK";
if( isDefined( Shader ) ) News.Shader setShader( Shader, 0, 25 );
if( ( isDefined( Color ) ) && ( !isDefined( Shader ) ) )
{
News.Shader.Color = Color;
News.Shader setShader( "WHITE", 0, 25 );
}
News.Shader scaleOverTime( 7, 880, 25 );
wait 7;
level notify( "Created_Newsbar", News );
wait ( 0.05 );
}
Set_Newsbartext( Text, Font, FontScale, Color, GColor, GAlpha )
{
level waittill( "Created_Newsbar", News );
News.Message = Text;
if( isDefined( Font ) ) News.Text.Font = Font;
else News.Text.Font = "BIGFIXED";
if( isDefined( FontScale ) ) News.Text.FontScale = FontScale;
else News.Text.FontScale = 1;
if( isDefined( Color ) ) News.Text.Color = ( Color[0], Color[1], Color[2] );
if( isDefined( GColor ) ) News.Text.GlowColor = ( GColor[0]/255, GColor[1]/255, GColor[2]/255 );
if( isDefined( GAlpha ) ) News.Text.GlowAlpha = GAlpha;
if( isDefined( Text ) ) News.Text setText( Text );
else News.Text setText( "define your text dip****" );
News.Text.x += ( Text.size + 870 ) * 1.45;
News.TextSize = Text.size;
for( ;; )
{
wait ( 0.05 );
News.Text moveOverTime( ( ( News.TextSize + 870 ) / News.Speed ) );
News.Text.x -= ( News.TextSize + 870 ) * 2.9;
wait ( ( News.TextSize + 870 ) / News.Speed ) - 0.05;
News.Text.x += ( News.TextSize + 870 ) * 2.9;
level notify ( "Done_Message", News );
}
}
Update_Newsbar( NewText, KeepOld )
{
self endon( "Done_Update" );
level waittill( "Done_Message", News );
News.OldMessage = News.Message;
News.OldTextSize = News.TextSize;
News.OldSpeed = News.Speed;
News.Text setText( "^1News Update : ^7" + NewText );
News.TextSize = NewText.size;
News.Speed = 100;
level waittill( "Done_Message" );
News.Speed = News.OldSpeed;
if( isDefined( KeepOld ) && KeepOld )
{
News.Text setText( News.OldMessage );
News.TextSize = News.OldTextSize;
}
else
{
News.Text setText( NewText );
News.TextSize = NewText.size;
}
level notify( "Done_Update" );
}
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