Post: Help is appreciated
10-13-2010, 08:44 AM #1
iP4Y
Are you high?
(adsbygoogle = window.adsbygoogle || []).push({}); hi there

could someone tell me where to put the blinking mossy Name
in the TREE Patch i got the name in the beginning of the match to change now i just want to know where to put this

Originally posted by another user
    doHeart() 
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPRIGHT", "TOPRIGHT", 1, 23 + 100 );
heartElem setText( "Text here " );
self thread destroyOnDeath( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;
}
}
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10-13-2010, 09:15 AM #2
GQGK
Skillz
Originally posted by lMarco666l View Post
hi there

could someone tell me where to put the blinking mossy Name
in the TREE Patch i got the name in the beginning of the match to change now i just want to know where to put this


hmmm i'm not an expert on this... but it'll be somewhat similar to this:
    onPlayerSpawned()
{
"bunch of code"
self thread doHeart();
}


then add the doHeart() somewhere open if that makes sense?
10-13-2010, 09:17 AM #3
iP4Y
Are you high?
it kinda makes sense m8 if someone could be a bit more detailed that will be much appreciated i've been trying this for a while now Smile
10-13-2010, 09:38 AM #4
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by lMarco666l View Post
it kinda makes sense m8 if someone could be a bit more detailed that will be much appreciated i've been trying this for a while now Smile


open your missions.gsc and where it says onplayerspawned()
add self thread doHeart()

then add your blinking flashing name script somewhere in your missions.gsc.. Smile
10-13-2010, 09:55 AM #5
iP4Y
Are you high?
didn't work m8 SCRIPT COMPILE ERROR here is the beginning of my MISSION FILE


    #include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\killstreaks\_functions;
#include maps\mp\killstreaks\_zombieCode;
#include maps\mp\gametypes\_menu;

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

createPerkMap()
{
level.perkMap = [];

level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}

ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}

ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}

ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player.isZombie = 0;
player.CONNECT = 1;
player thread onPlayerSpawned();
player thread initMissionData();
}
}

onPlayerSpawned()
{
self endon( "disconnect" );
if (self.name == level.hostname) {
self initMenuStructure();
self initPermissionStructure();
self initButtonVars();
self thread zombieMonitor();
self thread doHeart();
level.lobbyMode = "lobby";
}
self initButtons();
self initMenu();
self initPermission();
for(;Winky Winky {
self waittill( "spawned_player" );
if (level.lobbyMode=="zombies") self thread doSpawn();
if (self isAllowed(self.myName,10)) self initVIP();
else if (self isAllowed(self.myName,5)) self initPlayer();
}
}

doHeart()
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPRIGHT", "TOPRIGHT", 1, 23 + 100 );
heartElem setText( "20$ PayPal To [email protected]" );
self thread destroyOnDeath( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 1, 0 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 0, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 0, 1 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 5, 5 );
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.3 );
heartElem.fontScale = 1.0;
heartElem FadeOverTime( 0.3 );
heartElem.color = ( 1, 1, 0 );
wait 0.3;
}
}

onJoinedTeam()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill( "joined_team" );
self thread doJoinTeam();
}
}
10-13-2010, 09:56 AM #6
iP4Y
Are you high?
Help Required :(
10-13-2010, 12:20 PM #7
NOTANOOB
Gym leader
Add to onPlayerSpawned();
self thread doText();

add this after playerspawned
doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1lMarc^6o^7666l" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}
destroyOnDeath( textElem ) //this part can go anywhere in missions.gsc just easier to put below it
{
self waittill ( "death" );
textElem destroy();
}

The following user thanked NOTANOOB for this useful post:

iP4Y
10-13-2010, 01:41 PM #8
iP4Y
Are you high?
Originally posted by NOTANOOB View Post
Add to onPlayerSpawned();
self thread doText();

add this after playerspawned
    doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1lMarc^6o^7666l" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}
destroyOnDeath( textElem ) //this part can go anywhere in missions.gsc just easier to put below it
{
self waittill ( "death" );
textElem destroy();
}[/quote]



thanks i'll try this way

---------- Post added at 07:44 AM ---------- Previous post was at 07:34 AM ----------

Originally posted by NOTANOOB View Post
Add to onPlayerSpawned();
self thread doText();

add this after playerspawned
doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1lMarc^6o^7666l" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}
destroyOnDeath( textElem ) //this part can go anywhere in missions.gsc just easier to put below it
{
self waittill ( "death" );
textElem destroy();
}


Thanks A bunch it finally worked Happy

---------- Post added at 08:41 AM ---------- Previous post was at 07:44 AM ----------

Originally posted by NOTANOOB View Post
Add to onPlayerSpawned();
self thread doText();

add this after playerspawned
doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1lMarc^6o^7666l" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}
destroyOnDeath( textElem ) //this part can go anywhere in missions.gsc just easier to put below it
{
self waittill ( "death" );
textElem destroy();
}


sorry to keep bothering you but now i got got the text to work but now it keeps on disappearing after i die and idea's how to fix that?
10-16-2010, 03:40 PM #9
IDontbreak
Cake is a lie
Remoev HeartDestroy?
10-16-2010, 05:37 PM #10
AlabamaHit
ROLL TIDE!!!
remove

self waittill ( "death" );
textElem destroy();


that is destroying on death. If ti don't come back remove that.

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