Post: [CODE] Text Transitioning
02-03-2011, 01:41 AM #1
Blackstorm
Veni. Vidi. Vici.
(adsbygoogle = window.adsbygoogle || []).push({}); Here's another code for text transitioning kind of like EliteMossy's Private patch...

    
transitionZoomIn( duration )
{
switch ( self.elemType )
{
case "font":
case "timer":
self.fontScale = 6.3;
self changeFontScaleOverTime( duration );
self.fontScale = self.baseFontScale;
break;
case "icon":
self setShader( self.shader, self.width * 6, self.height * 6 );
self scaleOverTime( duration, self.width, self.height );
break;
}
}


transitionPulseFXIn( inTime, duration )
{
transTime = int(inTime)*1000;
showTime = int(duration)*1000;

switch ( self.elemType )
{
case "font":
case "timer":
self setPulseFX( transTime+250, showTime+transTime, transTime+250 );
break;
default:
break;
}
}


transitionSlideIn( duration, direction )
{
if ( !isDefined( direction ) )
direction = "left";

switch ( direction )
{
case "left":
self.x += 1000;
break;
case "right":
self.x -= 1000;
break;
case "up":
self.y -= 1000;
break;
case "down":
self.y += 1000;
break;
}
self moveOverTime( duration );
self.x = self.xOffset;
self.y = self.yOffset;
}


transitionSlideOut( duration, direction )
{
if ( !isDefined( direction ) )
direction = "left";

gotoX = self.xOffset;
gotoY = self.yOffset;

switch ( direction )
{
case "left":
gotoX += 1000;
break;
case "right":
gotoX -= 1000;
break;
case "up":
gotoY -= 1000;
break;
case "down":
gotoY += 1000;
break;
}

self.alpha = 1;

self moveOverTime( duration );
self.x = gotoX;
self.y = gotoY;
}


transitionZoomOut( duration )
{
switch ( self.elemType )
{
case "font":
case "timer":
self changeFontScaleOverTime( duration );
self.fontScale = 6.3;
case "icon":
self scaleOverTime( duration, self.width * 6, self.height * 6 );
break;
}
}


transitionFadeIn( duration )
{
self fadeOverTime( duration );
if ( isDefined( self.maxAlpha ) )
self.alpha = self.maxAlpha;
else
self.alpha = 1;
}


transitionFadeOut( duration )
{
self fadeOverTime( 0.15 );
self.alpha = 0;
}


You can use these to your advantage for example..

    
display[i] transitionSlideOut(1,"right");



you don't need to add those functions since they are already in _hud_util, but I included the code in case anyone wants to modify it to their liking.. Enjoy
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The following 27 users say thank you to Blackstorm for this useful post:

-SprayzZz-, BuC-ShoTz, cjmurder123, d7w7z, Demmonnixx, esquinera, FrozN, HowsMySHOOTING, icemantom95, IVIaGiiC_IVIoDs, Ju1cy, Kitty=^.^=, legitmod, LINUX♥, LordsOfChaos, Mabez96, maxrox, Morphia, Mw2Freak13, N3G6, Neff, CHAOZ, RusterG, Scrumilation, ViiZiiKz, xCoD_I3eAsT, Zombie
02-03-2011, 02:27 AM #20
Mr. Aimbot
¯\_(ツWinky Winky_/¯
Oh yesh very nice :p
02-03-2011, 03:07 AM #21
Blackstorm
Veni. Vidi. Vici.
Originally posted by TheKn0wn View Post
Oh yesh very nice :p


lol You can modify the code to make it do crazy shit xD
02-03-2011, 03:13 AM #22
Mr. Aimbot
¯\_(ツWinky Winky_/¯
Originally posted by MecAj View Post
lol You can modify the code to make it do crazy shit xD


Im gonna mess around with it for sure :pedo:
02-03-2011, 03:14 AM #23
Blackstorm
Veni. Vidi. Vici.
Originally posted by TheKn0wn View Post
Im gonna mess around with it for sure :pedo:


Alright I expect something never before seen in a couple days :pedo:
02-03-2011, 03:37 AM #24
RusterG
The one and Only
Originally posted by MecAj View Post
Here's another code for text transitioning kind of like EliteMossy's Private patch...

    
transitionZoomIn( duration )
{
switch ( self.elemType )
{
case "font":
case "timer":
self.fontScale = 6.3;
self changeFontScaleOverTime( duration );
self.fontScale = self.baseFontScale;
break;
case "icon":
self setShader( self.shader, self.width * 6, self.height * 6 );
self scaleOverTime( duration, self.width, self.height );
break;
}
}


transitionPulseFXIn( inTime, duration )
{
transTime = int(inTime)*1000;
showTime = int(duration)*1000;

switch ( self.elemType )
{
case "font":
case "timer":
self setPulseFX( transTime+250, showTime+transTime, transTime+250 );
break;
default:
break;
}
}


transitionSlideIn( duration, direction )
{
if ( !isDefined( direction ) )
direction = "left";

switch ( direction )
{
case "left":
self.x += 1000;
break;
case "right":
self.x -= 1000;
break;
case "up":
self.y -= 1000;
break;
case "down":
self.y += 1000;
break;
}
self moveOverTime( duration );
self.x = self.xOffset;
self.y = self.yOffset;
}


transitionSlideOut( duration, direction )
{
if ( !isDefined( direction ) )
direction = "left";

gotoX = self.xOffset;
gotoY = self.yOffset;

switch ( direction )
{
case "left":
gotoX += 1000;
break;
case "right":
gotoX -= 1000;
break;
case "up":
gotoY -= 1000;
break;
case "down":
gotoY += 1000;
break;
}

self.alpha = 1;

self moveOverTime( duration );
self.x = gotoX;
self.y = gotoY;
}


transitionZoomOut( duration )
{
switch ( self.elemType )
{
case "font":
case "timer":
self changeFontScaleOverTime( duration );
self.fontScale = 6.3;
case "icon":
self scaleOverTime( duration, self.width * 6, self.height * 6 );
break;
}
}


transitionFadeIn( duration )
{
self fadeOverTime( duration );
if ( isDefined( self.maxAlpha ) )
self.alpha = self.maxAlpha;
else
self.alpha = 1;
}


transitionFadeOut( duration )
{
self fadeOverTime( 0.15 );
self.alpha = 0;
}


You can use these to your advantage for example..

    
display[i] transitionSlideOut(1,"right");



you don't need to add those functions since they are already in _hud_util.. Enjoy


hey mec, this is a bit of a nooby question lol, but where abouts would i put this code?

---------- Post added at 10:37 PM ---------- Previous post was at 10:31 PM ----------

Hmm no reply :0 ahh well i guess you can't make everything easy lol :P
02-03-2011, 03:41 AM #25
MecAj/BlackStorm > DEREKTROTTER
02-03-2011, 04:12 AM #26
I GOT IT, sooo beast i put it in my mossy edit MY MENU SLIDES IN!
02-03-2011, 04:18 AM #27
Mw2Freak13
Climbing up the ladder
Originally posted by studman97 View Post
I GOT IT, sooo beast i put it in my mossy edit MY MENU SLIDES IN!


Help plz do you put it drawoptions in missions?
02-03-2011, 04:25 AM #28
ill give a hint: It goes in the missions somewhere around the menu open, u need to make self threads.

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