Post: [Release] 3d Icon spawning!
02-10-2011, 02:34 AM #1
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys, im having trouble spawning other icons - if you figure it out please post here or pm me!


so here is how you spawn 3d icons:



Code:

    #include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheShader("headicon_dead");
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 thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doMofo();
}
}

initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}

assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}
doMofo()
{
self setOrigin((300,300,40.5));
self.prtscore = self createFontString( "hudbig", 1.0 );
self.prtscore setPoint( "TOP", "TOP", 20, 20 );
self.prtscore setText( "^1Teh1337 FTW!");
for(a=0; a<20; a++) {
teh1337 = newHudElem();
teh1337.x = 10*a;
teh1337.y = 0;
teh1337.z = 20*a;
teh1337.alpha = .61;
teh1337.archived = false;
teh1337 setShader("headicon_dead", 7, 7);
teh1337 setwaypoint( true, false );
}
}
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The following 3 users say thank you to teh1337 for this useful post:

Demmonnixx, Mabez96, Mr.Azoz
02-10-2011, 02:35 AM #2
Woof
...hmm
Now i like you lol :bro:
02-10-2011, 03:53 AM #3
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
Still trying to figure out spawning other shaders, if you got it pm me
02-10-2011, 04:04 AM #4
Now ur getin to understand wat we want lol


Ur cool posts
Pack a punch&
This
02-10-2011, 04:13 AM #5
Demmonnixx
Vault dweller
Awesome as always. Now what your saying is that is the only shader you could get to show up? What other shaders have you tried? Definately worth looking into....
02-10-2011, 04:19 AM #6
Boxxxxyyy
Gym leader
Holy,Now we just gotta do that with the Spinning cod4 star, In my opinion That Would be Awsome.! And Thanks for the code :y:
02-10-2011, 04:43 AM #7
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
Originally posted by rohamen6060 View Post
Holy,Now we just gotta do that with the Spinning cod4 star, In my opinion That Would be Awsome.! And Thanks for the code :y:


working on it nao Smile
02-10-2011, 04:44 AM #8
Boxxxxyyy
Gym leader
Originally posted by teh1337 View Post
working on it nao Smile


Thank you..! :y:
02-10-2011, 05:18 AM #9
.DeadlyMoDz25
Who’s Jim Erased?
Originally posted by teh1337 View Post
Still trying to figure out spawning other shaders, if you got it pm me


nice work
i got a pm for ya
02-10-2011, 07:52 AM #10
Originally posted by teh1337 View Post
Still trying to figure out spawning other shaders, if you got it pm me


I tried to get the spinning skull over peoples heads before but failed and very bravely gave up.. :shh:

The codes for headicons are already in the games gsc's but they wouldn't work for me ..

---------- Post added at 07:52 AM ---------- Previous post was at 07:48 AM ----------

Originally posted by teh1337 View Post
Still trying to figure out spawning other shaders, if you got it pm me


I just checked your code. Look at my custom gun sights code, I have the other shaders working like this as a hud icon already...

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