Challange Hud

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Lemoni

The Philosapher
Feb 17, 2001
628
0
0
members.lycos.co.uk
i want to redraw the weapon icons so the come up the color theye were , can any one tell me the exect code for this.
can any one tell me how to make a radar for a hud
 

Blödsinn machen

cannon fodder
Dec 4, 2001
68
0
0
Switzerland
dwmade.stormpages.com
well, if you want the icons to appear as they really are, then all you have to do is something like this [ C is a Canvas variable ]:
C.DrawColor = WhiteColor;
or
C.DrawColor.R = 255;
C.DrawColor.G = 255;
C.DrawColor.B = 255;
.. right before you call any draw functions on the canvas with the icon textures. that should do the trick...
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
what do you mean by an empty stub?
what code would i have to add/remove to get rid of the icons?
i just want the area of the icons to be deleted so that it's just the players screen there.
 

RestInPieces

New Member
Sep 20, 2001
65
0
0
www.Creep-World.net
Hm, a radar... the following just came to my mind, it's just some rough ideas, but i hope it's something that can be built on...
Say you've got a texture for the Radar and a (small) texture with a white dot for the Players on the radar.
You could use the foreach RadiusActors function:
foreach RadiusActors( class BaseClass, out actor Actor, float Radius, optional vector Loc );
Iterates through all actors within a specified radius of the specified location (or if none is specified, this actor’s location). // Quote out of the Language Reference
This way you get all Pawns, or whatever you want, within a certain area (specified by Radius).
Then compute the distance between the Player and the enemy (let's call this var "EnemyDistance"). This is a vector with an X,Y and a Z component. Forget Z ( or use it if you want to make a radar like the one in CounterStrike...).
Now compute ratio=RadarRadius/Radius // Radar Radius is the size of the radius of the circle of your Radar Texture.
Now Ratio*EnemyDistance should give you a nice little vector, whose X and Y components can be used to move the "dot" texture around.
E.g. compute where, on the canvas, the middle of your Radar is, then add X and Y to these Coordinates, and draw the white dot.
I haven't tried it out, maybe it's complete nonsense, but I think it's worth a try.
You could put the "RadiusActors" call in a Timer() function, save the "EnemyDistance"-variables in an array-var, and then use the array to draw the white dots...
Hope this helps you!
 

Magus

New Member
Oct 7, 2001
69
0
0
Visit site
Make a new class that subclasses ChallengeHUD, and copy simulated function DrawWeapons(Canvas Canvas) for ChallengeHUD. Now change all reference to Canvas.DrawColor = ??? to Canvas.DrawColor=WhiteColor. In your gametype remember to set the hudclass in default properties to your new HUD class. And you will get icons in color.
 

Dr Slue

Tutorial Maker Man
May 10, 2001
54
0
0
Australia
Visit site
Thats lookin nice so far. How did you get the textures to show up on the canvas?
Because i want to get some to show up at the start of the match for 1 second each. Do you know how i could do this?