Yes, it is. I guess I need to uncheck it?
Yes, it is. I guess I need to uncheck it?
Yup, the show in your screen box makes it always show in your screen.
So un-checking it will make it not show up. I'll try it out later.
Also one more thing, is the combine binocular texture that you use for the sci-fi crosshair supposed to animate? All I get is it sitting stationary with the occasional alpha twitch in the bottom corner of the circle.
If you're meaning the large concentric circle texture seen here: http://www.themoggie.co.uk/images/20...xtures_001.jpg, I made that thing, aweful as it is... and its still 'beta' due to no real guidelines on what texture flags to set for HUD textures, and there being -loads- of possibilities (it'd take me ages to find a set that worked...)
Additionally, the kind of features mentioned here...
...will be addressed in a much more sane way for v2 (graphics scripting, but ssshhh!) so for now it'll be horrible and you'll just have to bear with me
Apologies for missing all my Wiremod deadlines recently (Wired WireTool, Adv. HUD, etc.), a real-life deadline that I thought was quite some time away has snuck up on me so everything else has taken a bit of a back seat while I get stuff done.
I -will- get this thing working properly soon, it's gottent too much intrest and gone too far for me to drop it, and I want the damn thing as well!
Thanks for you're patience. (Again)
PS. A cookie for anyone who can figure out why textures dissapear when you put the toolgun away![]()
Advanced HUD Indicator Conway's Game of Life using LOTS of E2's
Adv. HUD 2 Code - 95% Everything HUD2
It works perfect when using the string functionality.
I have multiple HUDs that have instructions like:
and they show up like:Code:String="Press Reload to turn on|Press W,A,S,D to move|blahblahbla|etc..."
Press Reload to turn on
Press W,A,S,D to move
blahblahbla
etc...
I tried unchecking the "show im my hud" box. But then it just didn't show up at all.
I think there is an input like "Activate" or something. Just wire this to he active output of your pod controller.
The inputs on the existing SENT are a bit counter intuitive... that's legacy from the origional HUD indicator.
Basicly, without the "Show in my HUD" checkbox checked, a display element -will not- update without a change to its inputs (to cut down on lag for static elements).
I admit that this is quite a poor solution, (being fixed for v2) and does mean that even with an indicator linked to a pod, without an update, nothing will show (or you'll get one showing in the top left of the screen).
Additionally, the HideHUD input does just that, -hides- the HUD, so pulling this input to '0' may fix some issues with pod-linked indicators.
But this brings up a solution for people wanting elements to instantly update when they get in a pod, merely attaching a 'not' gate to the adv. pod's 'active' output and feeding the output of 'not' to the hideHUD element means that A: the HUD gets a data change, forcing a usermessage update, and B: the HUD will be shown in the user's HUD.
Yes, this is a hack (but where would the fun be without one!) and I realise it's not ideal, but until I get v2 finished we may have to sit on it :/Code:AdvPod[Active] -> NOT -> AdvHUD[HideHUD]
Oh, and remember to set your coordinate system to the right settings! [-1 to 1] or [percent] gives you good scalability, but means the screen will be slightly different on everyone's screen, wheras the [pixels] ensures exact positioning. Also remember that when you set world coordinates, it ignores the positioning scheme entirely and simply places it over that point on your screen.
Advanced HUD Indicator Conway's Game of Life using LOTS of E2's
Adv. HUD 2 Code - 95% Everything HUD2
If it is so tricky to disable the hud, would it not be easier to drop the alpha to zero? I wouldn't mind being able to define the RGB and Alpha values for the standard crosshairs and text-boxes.
It would come in handy especially for use with wire. For instance the RBG values could change depending on distance, or where on the players hud the target resides.
Also as I was saying about how if a target goes off hud the box can turn to an arrow. It would also be nice to be able to limit where a hud item can move. Trap it on the players hud, or limit it to a specific region.
Another handy feature, would be the ability to define multiple huds into a specific device. To save on clutter. Like a constant value chip, just pick the number you want and set the values.
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