View Full Version : How to make a HUD mutator
1st Feb 2002, 07:42 PM
well, more how can I add it without making a new game type. It was done with the team beacon mutator, but that just draws little icons, I'm wondering how I could change the whole HUD w/o having to create a whole new game type...
2nd Feb 2002, 09:11 PM
I don't think you can change the default HUD with just a mutator, all you can do is add to it through PostRender() functions.
3rd Feb 2002, 11:04 AM
just make the game type, it easer to under stand the functions for the hud if u do, i did an split (with - signs) the challeng hud up so i could understand it
3rd Feb 2002, 09:16 PM
Could I make a mutator to change gametypes? That way it won't spam up the Gametype list...
4th Feb 2002, 10:09 AM
Sure it's possible to change the HUD. Use ModifyPlayer to change PlayerPawn(Other).myHUD. Unclean programming, but it works. :)
I think it might also be possible to replace the HUD in a SpawnNotify, though my attempts to do so crashed UT. Though at the time I didn't really understand what I was doing, so it may yet be possible.
5th Mar 2002, 10:37 PM
This is my code written from tutorial by Druken Master email@example.com... You'll get the idea...
class scpHudScore extends Mutator;
var bool gbInitDone;
if (gbInitDone) return;
gbInitDone = True;
Create the spawn notify:
class scpHudScoreNotify extends SpawnNotify;
simulated event Actor SpawnNotification( Actor loActor )
if ( HUD(loActor).HUDMutator == none)
HUD(loActor).HUDMutator = spawn(class'scpHudScore.scpHudScoreHud',loActor);
create the hud:
class scpHudScoreHud extends Mutator;
simulated function PostRender (canvas loCanvas)
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