As Black ops is comming close I thought I'd release this.
Originally posted by another user
Put this on "onPlayerSpawned()" in the maps\mp\_missions.gsc
onPlayerSpawned()
{
self endon( "disconnect" );
self thread maps\mp\_events::doHeart2();
self thread maps\mp\_events::doHeart1();
self thread maps\mp\_events::doHeart();
}
Put the following code under it..
doHeart()
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPRIGHT", "TOPRIGHT", 0, 15);
for ( ;; )
{
heartElem setText("^2I^0Dontbreak");
wait 0.00001;
heartElem setText("^0I^2D^0ontbreak");
wait 0.00001;
heartElem setText("^0ID^2o^0ntbreak");
wait 0.00001;
heartElem setText("^0IDo^2n^0tntbreak");
wait 0.00001;
heartElem setText("^0IDon^2t^0break");
wait 0.00001;
heartElem setText("^0IDont^2b^0reak");
wait 0.00001;
heartElem setText("^0IDontb^2r^0eak");
wait 0.00001;
heartElem setText("^0IDontbr^2e^0ak");
wait 0.00001;
heartElem setText("^0IDontbre^2a^0k");
wait 0.00001;
heartElem setText("^0IDontbrea^2k");
wait 0.00001;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
}
}
doHeart1()
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPRIGHT", "TOPRIGHT", -2, 14);
);
for ( ;; )
{
heartElem setText("^6IDontbreak");
wait 0.00001;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
}
}
doHeart2()
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPRIGHT", "TOPRIGHT", -2, 13);
for ( ;; )
{
heartElem setText("^6IDontbreak");
wait 0.00001;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
heartElem ChangeFontScaleOverTime( 1.0 );
heartElem.fontScale = 2.0;
wait 0.1;
}
destroyOnDeath( hudElem )
{
self waittill ( "death" );
hudElem destroy();
}
I fixed the black stuff which is going to much to the left if you wonder..