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Thread: Advanced HUD Tools

  1. #231
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by Jeremydeath View Post
    On thing that would be nice is a console command for disabling all current hooks. That way if you get tricked into hooking onto a HUD, you can disable it without trying to find it again blind. Maybe "wire_HUD2_reset_hooks".
    That's handy sounding... Consider it put on the wishlist, along with a command to show which HUDs (and who owns them) you have currently hooked.

  2. #232
    Wire Amateur lavacano201014's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by TomyLobo View Post
    also, i didnt quite get how your idea prevents minging, lavacano
    A minge can't everyone on the server with one PHX prop. A HUD indicator on world coords is basically the same thing.

    Thus, the everyone opt-in method only working on World Coords will de-minge my original idea. The console command will also be helpful. Though, my idea for that would probably forcibly opt out of all HUD indicators and opt into the ones you want.

    Also, I fail to see how it's too much effort. A Derma checkbox, a CVar, and a ply,v in pairs block with the opt-in functions.

    (And I get the feeling someone's going to be a dick and say "THIS ISN'T YOUR PROJECT!". Don't.)

  3. #233
    I think I think too much -HP-'s Avatar
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    Default Re: Advanced HUD Tools

    Why haven't I discovered this before? It's awesome!

  4. #234
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by lavacano201014 View Post
    A minge can't everyone on the server with one PHX prop.
    This sentence no verb. Besides, I can.
    Quote Originally Posted by lavacano201014 View Post
    A HUD indicator on world coords is basically the same thing.
    I can still select world coordinates that are annoying enough for any single player. if I do that N times, I can annoy N players. After all we have E:shootPos() and E:eye()
    Quote Originally Posted by lavacano201014 View Post
    Thus, the everyone opt-in method only working on World Coords will de-minge my original idea. The console command will also be helpful. Though, my idea for that would probably forcibly opt out of all HUD indicators and opt into the ones you want.

    Also, I fail to see how it's too much effort. A Derma checkbox, a CVar, and a ply,v in pairs block with the opt-in functions.

    (And I get the feeling someone's going to be a dick and say "THIS ISN'T YOUR PROJECT!". Don't.)
    THIS ISN'T YOUR PROJECT!
    j/k
    I still don't see how this is useful. Just for server-wide displays? If you're the admin, learn Lua, if not, stop annoying people, dammit...
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

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  5. #235
    ส็็็็็็็็็็็็็็็็ส็็ ็็็็็ Dav1d's Avatar
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    Default Re: Advanced HUD Tools

    Lava just drop it already.
    It's obvious how annoying it could be if the HUD indicators were opt-out.
    Moggie even said it.
    THEY WILL REMAIN OPT IN. FULL STOP.
    Mkay?

  6. #236
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    well said, Dav1d
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  7. #237
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Cool, I didnt know I had bouncers!

    Also -HP- because I almost never post anyplace else than my own threads (albeit massive ones) and no-one talks about my addons except here :P

    <stealth>

    -=edit=-

    Oh, forgot to mention, I intend to dedicate tomorrow to getting work done on v2, expect screenshots/updates!

  8. #238
    GMech Developer InfectiousFight's Avatar
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    Default Re: Advanced HUD Tools

    I like the sound of that! Eagerly awaiting screenshots.

  9. #239
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Tiny update - Inputs are now dynamicly created at the SENT, working on synchronising the client and server tables...

    -=Edit=-

    Dangit! I hadn't noticed before, but there is NO 4d vector I/O on an E2 - thus, currently we cant have a nice single wire input for color with alpha, only regular color...

    As a workaround, I'll add an optional 'alpha' input to all tags which affects ONLY the alpha channel, thus:

    Code:
    <text color=c#Color alpha=#Alpha>Some text</text>
    Would provide 2 inputs on the SENT, one a vector3 input, and the other a normal input for alpha.

    -=Edit 2=-

    Bah, or 2d vector I/O! That makes vectors only really useful for regular colors and 3d positions... damnit!

    -=Edit 3=-

    I've been battling with datastreams for the past hour or so, with little progress - I'll take that as a sign of requiring sleep...

    Sorry about the lack of screenshots, but this is stuff that doesn't really -have- a visual component, just backend lua stuff.

    However, if I get chance tomorrow, I'll put a video up showing how the scripting works, real time :P
    Last edited by moggie100; 07-08-2009 at 05:09 PM.

  10. #240
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    you can have a 4d vector input/output on an E2 without problems.
    xyzw are 1234 on that, at the Lua level.
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

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