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Опубликовано:
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I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

kk will try when servers come back online.

also how will i dis-allow them from accessing the choose a class menu until the AferDelay time has passed ?

Опубликовано:
I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

kk will try when servers come back online.

also how will i dis-allow them from accessing the choose a class menu until the AferDelay time has passed ?

I don't know about that sadly.

Опубликовано:
I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

Why is this not possible?

Опубликовано:
I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

Why is this not possible?

 

exactly... You can change the vision to black & white, set a blur for the players screen with "setblur" and add some text with hudelemtents?

Опубликовано:
I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

Why is this not possible?

 

exactly... You can change the vision to black & white, set a blur for the players screen with "setblur" and add some text with hudelemtents?

um... did you try asking banz?

And blur isn't a property of HudElements. It looks like he is using worldblur in a custom menu file.

Опубликовано:
I still don't think this can be done like that. But you can try OnPlayerConnect you display a HUDElem with some text and shit on it and then do an AfterDelay(5000, = 5 seconds) to destroy it.

Why is this not possible?

 

exactly... You can change the vision to black & white, set a blur for the players screen with "setblur" and add some text with hudelemtents?

um... did you try asking banz?

And blur isn't a property of HudElements. It looks like he is using worldblur in a custom menu file.

 

I know but I am pretty sure there is a function called setblurforplayer(made a mistake earlier).

Опубликовано:

 

I know but I am pretty sure there is a function called setblurforplayer(made a mistake earlier).

 

Yes there is (at least in IW4M). This is the code i use for that screen thingy in IW4:

 

onPlayerConnect(); //Use self.pers["blabla"]; variable which won't get reset on round-end in SnD

		//initializes message variable
	if( !isDefined( player.pers[ "info_shown" ] ) )
		player.pers[ "info_shown" ] = 0;


	//on first connect open info screen
	if( isDefined( player.pers[ "info_shown" ] ) && !player.pers[ "info_shown" ] )
		player thread infoScreen();

 

 

infoScreen()
{
self endon("disconnect");

self waittill( "joined_team" );

self setBlurForPlayer( 10, 0 );

self.mText = [];

self.tText = self createText( "hudBig", 1, "LEFT", "LEFT", 10, -200, "^7Welcome to ^3randomness mod ^7В© banz" );
self.mText[0] = self createText( "default", 1.4, "LEFT", "LEFT", 10, -120, "You will get a new class ^3randomly ^7everytime you spawn," );
self.mText[1] = self createText( "default", 1.4, "LEFT", "LEFT", 10, -105, "that is: \n- random primary and secondary weapon\n- random attachments for primary and secondary weapon\n- random equipment and offhand class\n- 3 random perks and a random camo\n- 3 random killstreaks and a random deathstreak" );
self.iText = self createText( "default", 1.6, "LEFTBOTTOM", "LEFTBOTTOM", 10, -75, "^7Press ^3[{+actionslot 2}] ^7to close this screen and ^3start playing.");

//spawn the player as soon as he presses actionslot 2
self notifyOnPlayerCommand( "spawnMe", "+actionslot 2" );
for(;
{
	self waittill( "spawnMe" );
	if( self.pers["team"] != "spectator" ) 
	{
		self maps\mp\gametypes\_menus::menuClass( 0 );


		//removed this from _menus.gsc
		if ( !isAlive( self ) ) 
			self thread maps\mp\gametypes\_playerlogic::predictAboutToSpawnPlayerOverTime( 0.1 );
		//


		self.pers[ "info_shown" ] = 1;

		for(i = 0; i < self.mText.size; i++) 
			self.mText[i] destroy();

		self.tText destroy();
		self.iText destroy();
		self.tText = undefined;
		self.iText = undefined;
		self.mText = undefined; 
		self setBlurForPlayer( 0, 0 );

		break;
	}
}
}

createText(font, fontScale, point, rPoint, x, y, text)
{
fontElem = newClientHudElem( self );
fontElem.elemType = "font";
fontElem.font = font;
fontElem.fontscale = fontScale;
fontElem.baseFontScale = fontScale;
fontElem.x = 0;
fontElem.y = 0;
fontElem.width = 0;
fontElem.height = int(level.fontHeight * fontScale);
fontElem.xOffset = 0;
fontElem.yOffset = 0;
fontElem.children = [];
fontElem setParent( level.uiParent );
fontElem.hidden = false;
fontElem.color = ( 1, 1, 1 );
fontElem setPoint(point, rPoint, x, y);
fontElem setText(text);
return fontElem;
}

Опубликовано:
Thanks a lot guys
seems blurry :P

iw5m2012121117035834.png

Can you please give me he source ?

 

Already said what function it was....

Anyways;

player.Call("setblurforplayer", finalamount, time);

This will fade blur in over time. Both of the arguments should be float.

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