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WIP COP-inspired inventory

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  00:33:34  28 April 2012
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Nuor
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On forum: 03/10/2009
Messages: 735
If I disable the ui_main check and switch to one of those 4 slots then a texture appears on top of my minimap. That sounds like what you want.
  00:47:46  28 April 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
04/28/2012 1:23:07
Messages: 1072
Well, I'll have to try again tomorrow. I removed the ui_maingame check also, but messed about with the script and it's getting late, so I'm probably doing something stupid that's causing it to not work for me... Thanks for the help. I'll come back to it in the morning.

EDIT: I lie...tried some more, but still nothing at all. I even tried the previous update function in ui_cop_pda where I had the check on ui_maingame (removing that in this instance) and calling the add_custom_inv() function in actor_binder:net_spawn(data). I have no idea why it just refuses to work...
  01:46:39  28 April 2012
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Nuor
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On forum: 03/10/2009
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I don't know. You don't have both normal and _16 versions of the xml and making changes to wrong version?
  12:32:36  28 April 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
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No _16 version yet. Still finishing the normal version. Definitely editing the correct xml files and correct script files.
  15:21:31  28 April 2012
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
04/28/2012 15:21:54
Messages: 1902

---QUOTATION---
I'd love to have that artifact detector mod. Alas, it is nowhere to be found. The one mentioned in a thread in these forums wasn't the same one (the detectors were attached to the belt...).

---END QUOTATION---



That mod seems the bioradar mod modified to show artifacts instead of mutants with the hud item usage added

What are you trying to do ? Overlay the minimap ? For that you can call the hud on level load no need for the update call in bind_stalker.
  16:26:29  28 April 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
04/28/2012 17:08:02
Messages: 1072
Well, the overlay needs to turn on and off depending on the situation. It has to turn off with the bolt or binoculars out, or no active item. Unique to OGSE, since the blowouts affect the PDA itself, the overlay will need to also appear when a blowout hits (there is already something in OGSE I can call for that).

EDIT: Also, on the bioradar point...in theory, how difficult would it be to change it so that the bioradar detected artifacts with the correct 'map' equivalents to the detector panels from COP? A lot like in the video Loner posted?
  19:17:01  28 April 2012
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Nuor
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On forum: 03/10/2009
Messages: 735
Add some debug in the script. Test the xml code independently of the script. I just know that using the the sample script (altered to use my xml file and texture) I can call and dismiss the texture to hud by changing active slot.

The only difference other than the xml is that I do not call the update in bind_stalker. I start the hud on map load and remove it on map destroy and use the update in the class definition to check the conditions and show or hide the textures.
  19:23:30  28 April 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
04/29/2012 0:27:27
Messages: 1072
I've not come across starting hud elements on map load. Using what I've been using for the other elements...doesn't look like it's any good for this one though. I've no idea which script to call it in...
  13:23:56  29 April 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
On another note, still not managed to get the dynamic health/stamina/radiation overlays to call so that they aren't covered by the suit masks...

Not sure if that's particularly game-breaking though. To be honest, it might simply be something that has to be tolerated so the overlays can be in at all. The consolation is that the overlays are most relevant as health and stamina reach critically low levels and radiation reaches high levels (they are fainter at safer levels), and they can still be seen covering the HUD when they reach these levels.
  12:30:58  30 April 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
04/30/2012 17:40:11
Messages: 1072
So...how to load a HUD on map load then remove it on the game destroying the map?

EDIT: Also a quick experiment...
http://www.moddb.com/members/kaidonni/images/different-background-for-hud
Better or worse?
 
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