Dude27th Posted July 12, 2019 Question : I have a hud effect on my mod which is some blood falling through the screen when you get a Game Over.https://www.youtube.com/watch?v=OYHwY4Xz-d0 It uses ACS with SetFont and HudMessage to display this, but this way I need to have variations for every possible width resolution. Is there and easier form to do this ? Like graphics can be stretched to screen width resolution ? 0 Share this post Link to post
0 Empyre Posted July 14, 2019 On 7/12/2019 at 2:29 PM, Dude27th said: Ok , so I read a little bit of SetHudSize , and if use it I can't move graphics by decimals on the screen ? That's right. You can still move the graphics, but you move them as described in the Coordinate Behavior section. 0 Share this post Link to post
0 Kappes Buur Posted July 12, 2019 Do some experimenting with SetHudSize 0 Share this post Link to post
0 Dude27th Posted July 12, 2019 12 hours ago, Kappes Buur said: Do some experimenting with SetHudSize Well , my original code was this: #define rm 0.001 Script "GameOverFast" (void) { int w = GetScreenWidth(); // Width resolution. int ws = GetGameOverWideSelection(w); SetFont(SetGraphicFont(ws)); int y=1700; // Fast Blood/Goo Falling animation while(y!=0.000) { HudMessage(s:"A";HUDMSG_PLAIN, 20000, 0, 0.0, y*rm, 1873); delay(1); y=y-10; } //Last Position in a loop while(true) { int w = GetScreenWidth(); // Width resolution. int ws = GetGameOverWideSelection(w); SetFont(SetGraphicFont(ws)); HudMessage(s:"A";HUDMSG_PLAIN, 20000, 0, 0.0, 0.0, 3.7); Delay(1); } } Now I tried this: #define rm 0.001 Script "GameOverFast" (void) { SetHudSize(640,400,TRUE); //int w = GetScreenWidth(); // Width resolution. //int ws = GetGameOverWideSelection(w); //SetFont(SetGraphicFont(ws)); SetFont("GAM1640"); int y=1700; // Fast Blood/Goo Falling animation while(y!=0.000) { HudMessage(s:"A";HUDMSG_PLAIN, 20000,0, 0.0, y*rm, 1873); delay(1); y=y-10; } while(true) { //int w = GetScreenWidth(); // Width resolution. //int ws = GetGameOverWideSelection(w); //SetFont(SetGraphicFont(ws)); SetFont("GAM1640"); HudMessage(s:"A";HUDMSG_PLAIN, 20000, 0, 0.0, 0.0, 3.7); Delay(1); } } And it straight up doesn't work ! 0 Share this post Link to post
0 Dude27th Posted July 12, 2019 Ok , so I read a little bit of SetHudSize , and if use it I can't move graphics by decimals on the screen ? 0 Share this post Link to post
0 Dude27th Posted July 15, 2019 (edited) 19 hours ago, Empyre said: That's right. You can still move the graphics, but you move them as described in the Coordinate Behavior section. OHHHHHHHHH..... Thanks a lot ! ^^ For some reason I read it already but I thought I had to rework all the graphics and the animation. Maybe it won't be too much work then. Thanks again ! ^^ Update: It worked! :D I had to cut the graphics in two because they where too large tho and coordinate both parts to show as one graphic. But other than that is perfect now ^^ Edited July 15, 2019 by Dude27th : Update 0 Share this post Link to post
Question : I have a hud effect on my mod which is some blood falling through the screen when you get a Game Over.
https://www.youtube.com/watch?v=OYHwY4Xz-d0
It uses ACS with SetFont and HudMessage to display this, but this way I need to have variations for every possible width resolution.
Is there and easier form to do this ? Like graphics can be stretched to screen width resolution ?
Share this post
Link to post