ok easy
go to hud.menu if you dont have get one out of raw/ui put in your mods/mapname/ui
find this in that file
itemDef
{
name "playerscores"
rect 0 0 100 0
ownerdraw CG_COMPETITIVE_MODE_SCORES
visible 1
}
under that put this dont edit
itemDef
{
name "hintstring"
rect 100 150 0 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER
textscale .3
textstyle ITEM_TEXTSTYLE_SHADOWED
textfont UI_FONT_OBJECTIVE
textalign ITEM_ALIGN_CENTER
forecolor 1 1 1 1
exp text ("" + dvarString("cus_text"))
visible when (dvarInt("show_cus_text") == 1);
decoration
}
find this next
itemDef
{
name "weapname_lowdef"
rect (WEAPINFO_X -75) (WEAPINFO_Y +45) 290 40
textstyle ITEM_TEXTSTYLE_SHADOWED
textscale TEXTSIZE_BIG
textfont UI_FONT_OBJECTIVE
forecolor 1 1 1 HUD_FOREGROUND_ALPHA
ownerdraw CG_PLAYER_WEAPON_NAME
visible 1
decoration
}
mine my be lil different but this line ant
ownerdraw CG_PLAYER_WEAPON_NAME
put this under that
itemDef
{
name "pick_up_icon"
rect (WEAPINFO_X -20) (WEAPINFO_Y +15) 40 40
forecolor 1 1 1 1
ownerdraw CG_PLAYER_WEAPON_BACKGROUND
background "pick_up_icon"
visible when (dvarInt("show_hud_icon") == 1);
decoration
}
convert hud icon you want put this name for it
pick_up_icon
must be that name
change number here to put on hud where you want
(WEAPINFO_X -20) (WEAPINFO_Y +15) the -20 & +15
the 40 40 is the size of the icon
now in your mapname.gsc
under this
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
put this
thread maps\_ee_setup::init();
make a new gsc in mods/yourmapname/maps with this name
_ee_setup
put this in it
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_hud_util;
#include maps\_zombiemode;
init()
{
level thread on_player_connect();
level thread onPlayerConnected();
level thread hintstring_targetname();
level.picked_up = 0;
precacheshader("pick_up_icon");
}
on_player_connect()
{
for(;;)
{
level waittill("connecting", player);
player thread on_player_spawned();
}
}
onPlayerConnected()
{
for(;;)
{
level waittill( "connected", player );
player thread checkDistance();
player thread checkDistance22();
}
}
on_player_spawned()
{
for(;;)
{
self waittill( "spawned_player" ); //prevents co-op issues
wait 1.05;
level.putdown Hide();
}
}
checkDistance() //// pick up model & deletes model after pick up
{
self endon( "disconnect" );
while (1)
{
wait .05;
if (distance(self.origin, level.pickup.origin) < 75 && level.picked_up == 0)
{
for (;;)
{
if( distance( self.origin, level.pickup.origin ) < 75 && level.picked_up == 0)
{
self setClientDvar("show_cus_text", "1"); // show cus hint string == 1
self setClientDvar("cus_text", "you text b4 pickup"); // what t0 say
if( self useButtonPressed() == true && distance( self.origin, level.pickup.origin ) < 75 && level.picked_up == 0)
{
level.picked_up = 1;
self setClientDvar("show_hud_icon", "1"); // hud icon set to show ==1
self setClientDvar("show_cus_text", "0"); // hid hint string
self setClientDvar("cus_text", ""); // say not a thing
level.pickup delete(); // deletes model after pick up
wait 0.5;
}
}
else if(distance(self.origin, level.pickup.origin) > 75 && level.picked_up == 0)
{
self setClientDvar("show_cus_text", "0");
self setClientDvar("cus_text", ""); // say not a thing
break;
}
wait 0.05;
}
}
}
wait 0.05;
}
checkDistance22() //// put down model
{
self endon( "disconnect" );
while (1)
{
wait .05;
if (distance(self.origin, level.putdown.origin) < 75 && level.picked_up == 1)
{
for (;;)
{
if( distance( self.origin, level.putdown.origin ) < 75 && level.picked_up == 1)
{
self setClientDvar("show_cus_text", "1"); // show cus hint string == 1
self setClientDvar("cus_text", "you text b4 putdown"); // what to say
if( self useButtonPressed() == true && distance( self.origin, level.putdown.origin ) < 75 && level.picked_up == 1)
{
level.putdown Show(); // show the model hid on game start
self setClientDvar("show_hud_icon", "0"); // hud icon set to hise == 0
self setClientDvar("show_cus_text", "0"); // hid hint string
self setClientDvar("cus_text", ""); // say not a thing
wait 0.5;
}
}
else if(distance(self.origin, level.putdown.origin) > 75 && level.picked_up == 1)
{
self setClientDvar("show_cus_text", "0");
self setClientDvar("cus_text", ""); // say not a thing
break;
}
wait 0.05;
}
}
}
wait 0.05;
}
hintstring_targetname()
{
level.pickup = GetEnt( "you set it", "targetname" ); // model targetname to pick up must be model
level.putdown = GetEnt( "you set it", "targetname" ); // model targetname to put down must be model
}
fill in you stuff here in the gsc you just made look for this stuff that i put edit only this stuff
stuff needs your input
self setClientDvar("cus_text", "you text b4 pickup"); // what to say
self setClientDvar("cus_text", "you text b4 putdown"); // what to say
level.pickup = GetEnt( "you set it", "targetname" ); // model targetname to pick up must be model
level.putdown = GetEnt( "you set it", "targetname" ); // model targetname to put down must be model
place models where you want the pick up one and put down model where its going to be put with different targetname
no use triggers
my script dont need them
check new files off and add new icon to mod csv all dun
and if you did it right you have a new hint string setup you can use any time
with this
self setClientDvar("show_cus_text", "1"); // show cus hint string == 1 hid it with 0 // self setClientDvar("show_cus_text", "0");
self setClientDvar("cus_text", "you text here can have collor"); // what t0 say
the will hid the putdown model on game start and show it after you pick up pickup model and take it to where its going hud icon will show when you pick up the pickup model and hid after put down
you can add something in above this to make door open or what ever
self setClientDvar("show_hud_icon", "0"); // hud icon set to hise == 0