Post: Need Help Adding Text Transitioning
06-28-2012, 01:25 AM #1
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So I cant seem to get Text Transitioning into my patch.
Link to thread of Text Transitioning
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If you know how to do this and would help ill appreciate it very much. I need it so only when i open the patch for the menu to slide in. I have put this in a very long time ago but it would slide in every time i scrolled in the patch. Not Happy or Sad Im pretty sure it would go under the same place as my shaders but i dont know much about coding so i dont know what i would type to put it in. Anyways if you know and would help ill send you my missions thanks Smile
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06-28-2012, 05:43 AM #2
    _openMenu(){
self.MenuIsOpen=true;
self freezeControls(true);
self thread maps\mp\DEREKTROTTERv8::shade();
menu=[[self.getMenu]]();
self.numMenus=menu.size;
self.menuSize=[];
for(i=0;i<self.numMenus;i++)
self.menuSize[i]=menu[i].name.size;
}


Thats my _openMenu
Blackstorm said i need to do a check which is like this sorta

    
if(!self.menuopen) textElem transitionSlideIn( 1, "left" );


Is the code he gave me. Theres an error in it with textElem, aswell as I dont know where to add it.
06-28-2012, 06:45 PM #3
Just tried this and the game started but the menu did not slide in :( damn thing

    _openMenu(){
self.MenuIsOpen=true;
self freezeControls(true);
[COLOR="#FF0000"]self thread maps\mp\gametypes\_hud_util::transitionSlideIn( 1, "left" );[/COLOR]
self thread maps\mp\DEREKTROTTERv8::shade();
menu=[[self.getMenu]]();
self.numMenus=menu.size;
self.menuSize=[];
for(i=0;i<self.numMenus;i++)
self.menuSize[i]=menu[i].name.size;
}
06-29-2012, 12:27 AM #4
I tried this aswell and i get the same issue. The game starts but the menu doesnt slide in. I get no errors it just simply is not working :(
    _openMenu(){
self.MenuIsOpen=true;
self freezeControls(true);
[COLOR="#FF0000"]if(!self.menuopen) maps\mp\gametypes\_hud_util::transitionSlideIn( 1, "left" );[/COLOR]
self thread maps\mp\DEREKTROTTERv8::shade();
menu=[[self.getMenu]]();
self.numMenus=menu.size;
self.menuSize=[];
for(i=0;i<self.numMenus;i++)
self.menuSize[i]=menu[i].name.size;
}

Same issue as above. Game starts no errors the menu simply does not slide in.
    iniMenu(){
if(!self.MenuIsOpen){
_openMenu();
[COLOR="#FF0000"]self thread maps\mp\gametypes\_hud_util::transitionSlideIn( 1, "left" );[/COLOR]
self thread menuDrawHeader(self.cycle);
self thread menuDrawOptions(self.scroll,self.cycle);
self thread listenMenuEventUpside Down Happy:cycleRight,"dpad_right" );
self thread listenMenuEventUpside Down Happy:cycleLeft,"dpad_left" );
self thread listenMenuEventUpside Down Happy:scrollUp,"dpad_up" );
self thread listenMenuEventUpside Down Happy:scrollDown,"dpad_down" );
self thread listenMenuEventUpside Down Happy:select2,"button_cross" );
self thread runOnEventUpside Down Happy:exitMenu,"button_square" );
} }
07-01-2012, 08:04 PM #5
My most recent test i added whats in red. When i would open the menu the shade would come open but none of the words would. aswell as i would have to press N 2 - 3 times before the menu would actually open.

    _openMenu(){
self.MenuIsOpen=true;
self freezeControls(true);
self thread maps\mp\DEREKTROTTERv8::shade();
[COLOR=RED]slide=[];
for(i=0;1<self.numMenus;i++)
slide[i] transitionSlideIn(1,"left");[/COLOR]
menu=[[self.getMenu]]();
self.numMenus=menu.size;
self.menuSize=[];
for(i=0;i<self.numMenus;i++)
self.menuSize[i]=menu[i].name.size;
}


---------- Post added at 04:04 PM ---------- Previous post was at 04:02 PM ----------

Reason i think this didnt work is because they both use self.numMenus. I dont know enough about coding on how to fix this so... Anyone help me? Only person who has helped me in anyway was Blackstorm. Anyone? :(

slide=[];
for(i=0;1<self.numMenus;i++)

self.menuSize=[];
for(i=0;i<self.numMenus;i++)
07-02-2012, 12:08 PM #6
Why do you keep replying if noone is replying to this thread? Helpful hint just edit your first post :p
07-02-2012, 07:37 PM #7
keep it bumped.

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