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View Full Version : A Very Specific Loading Screen Idea


Enfyrneaux
23rd Oct 2005, 03:51 AM
Apologies in advance to Abosolut for my backseat coding...

Add the following code in DA2-ServerLoading.uc (in red):

...
simulated function SetImage()
{
local string str;
local material mat;

str = StripMap(MapName)$"OBJ";

if ( str == "" )
Warn("Invalid value for "$str);
else mat = DLOTexture("DA2Objectives."$str);

if ( mat == None )
mat = DLOTexture($MapName"."$str);

if ( mat == None )
mat = Material'DA2Objectives.Fallback';
//log("Unable to find any valid objective image or custom map used. Using fallback.");


DrawOpImage(Operations[0]).Image = mat;

AddImage(Material'DA2GUI.logoMainMenu', 0.068, 0.0432, 0.171, 0.256); // [zeh]
DrawOpText(Operations[1]).Text = "Loading "$StripMap(MapName)$"...";

}
...


...if this works (i.e. I didn't screw up my string concantenation syntax), custom maps can have loading screens without modifying DA2Objectives.utx or whatever :p

Hunz
23rd Oct 2005, 07:43 AM
This would be very cool!

Does $MapName refer to the MyLevel-Package of the map?

Enfyrneaux
23rd Oct 2005, 12:38 PM
Does $MapName refer to the MyLevel-Package of the map?
Yes. I got the idea from looking at the UCL file of BlackGold:
[...]ScreenShot=DA2-BlackGold.Screenshot[...]

Dest
23rd Oct 2005, 01:30 PM
'screenshot' isn't the loading picture

Enfyrneaux
23rd Oct 2005, 01:39 PM
'screenshot' isn't the loading picture
I am aware of that. However, the principle behind my idea is similar: Have custom mappers store the loading screen in the level itself, rather than an external UTX file updated with each release.