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Screen overlay for looking through a scope

Started by VGames, June 12, 2015, 12:29:10 PM

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VGames

For some reason I am unable to get a link between setguiparm and new content added to the hud file in the guis folder. Adding stuff to a specific weapons GUI file like the plasmaguns works. But not something added to the global hud file in the GUIs folder. Any ideas?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Seriously?? Nobody has ever tried doing some HUD additions to the global HUD file using setGuiParm as a way to get them to work? Only CED has done this?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Ok even setting the parm12 up as a cvar and setting the scope art to be visible like this:


visible ("cvar::gui_parm12" == 1)


does not work. What the heck is going on here? Is it even possible to make something visible like this? I've even gone as far as making a choiceDef that ontime 0 would set the visible setting for the scope overlay to 1 or 0 depending on what the cvar was set to over in the weapon script. Is the ontime function not possible in the HUD file? Is it only possible in menus?

I'm truly stumped and ready to smash my head through my screen. And if I survive that run into my living room and finish myself off with my 50 inch TV.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

I figured it out. I had to make a choiceDef and then use the results of that choice in the visible parameter of the scope overlay. Not at all what CED did. I wonder why this worked for him so much easier.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500