Post: [New] Advanced Map Voting System!
12-12-2012, 04:21 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();
(adsbygoogle = window.adsbygoogle || []).push({});

The following 26 users say thank you to Jakes625 for this useful post:

-Google-, *xActionMods*, OG-Thuggin, Choco, CrEaTiiOn_BuRn, Dr. Mayham, girlmodz, iMrDannyModz, iPROFamily, iTrexk, Kitty=^.^=, ohhImpreza, primetime43, Pseudo_Soldier, Master Ro, ICS Vortex, SC58, silentcobra22, thedevilhacker, TheUnexpected, Tony Stark, Uk_ViiPeR, Vampytwistッ, xePixTvx, Zuraa
12-13-2012, 10:03 PM #20
Cmd-X
It's been awhile.
Originally posted by GAMER View Post
I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();


you never fail to amaze me for about 30 seconds :love:
12-13-2012, 10:25 PM #21
Originally posted by AstroBoy View Post
yeah well put it on the right hand side @ the bottom like black ops 2 were it shows them what streak their on


That's already been made. lol.
12-13-2012, 10:26 PM #22
*xActionMods*
I’m too L33T
Originally posted by GAMER View Post
That's already been made. lol.


damn. who made it? can you link me to it.
12-14-2012, 02:35 AM #23
I put this in my patch to get it working on Xbox and the map pics will not display. Can anyone help me out?
12-14-2012, 02:42 AM #24
Originally posted by GAMER View Post
I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();

I added this to my patch, but the pics won't show :(

---------- Post added at 09:42 PM ---------- Previous post was at 09:41 PM ----------

Originally posted by GAMER View Post
I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

I added this to my patch, but the pics won't show :(
12-14-2012, 04:26 AM #25
Originally posted by DarK
I added this to my patch, but the pics won't show :(

---------- Post added at 09:42 PM ---------- Previous post was at 09:41 PM ----------


I added this to my patch, but the pics won't show :(


idk why that's happening for people... :/
12-14-2012, 07:41 AM #26
Originally posted by GAMER View Post
idk why that's happening for people... :/

it works fine on pc but not ps3
12-14-2012, 09:31 PM #27
Originally posted by GAMER View Post
idk why that's happening for people... :/


It might be because on PC the images are stored in a different location than on PC
12-14-2012, 09:49 PM #28
Originally posted by DarK
It might be because on PC the images are stored in a different location than on PC


the images are found by id's. Which is what I used... sucks :(

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo