Changing the code does change the HUD.

The sprites in the HUD are generated in this manner. When you send it the weapon name, it looks for

weapon_name.txt

in the \sprites folder
It uses that for the HUD weapon graphics.

-av

"Yacketta, Ronald" wrote:

 Finally! someone understands WTF I was talking about :)Yes, you can change the code until you drop dead.. but the freaking HUD wont :( I combed theclient dll and have yet to find anything related to bucket/slot info etc..-Ron
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Dave R. Meyers
Sent: Thursday, January 03, 2002 10:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Weapon slots
 
OK, I got it now. int CCrossbow::GetItemInfo(ItemInfo *p)
{
 p->pszName = STRING(pev->classname);
 p->pszAmmo1 = "bolts";
 p->pszAmmo2 = NULL;
 p->iMaxAmmo2 = -1;
 p->iSlot = 2;//    This is the "bucket"
 p->iPosition = 2;    //    This is the position in the bucket
 p->iId = WEAPON_CROSSBOW;
 p->iFlags = 0;
 return 1;
}A few lines removed. Ok, so to reorder the things in teh hud, you would change those values around.  But do the sprites in teh hud folow the change automatically, or do you have to adjust those too? I know this was not my topic, but I have thought of doing this to. 8) Dave 
----- Original Message -----
Sent: Thursday, January 03, 2002 4:47 PM
Subject: Re: [hlcoders] Weapon slots
 Weapons in half life are arranged into 5 (or 10) "buckets"
Each bucket can hold up to 4 weapons.

The bucket is the little number you see in the hud, and each bucket corresponds to one keyboard numeral

Buckets are ordered starting with 0, so pressing "slot1" on your keyboard opens bucket 0

Now, each bucket can hold 4 weapons (max), and they are also 0-based. So the first weapon in the bucket is 0, the second is 1, etc.

The crowbar is in bucket 0, slot 0
The MP5 is in bucket 2, slot 0

I hope this helps!

-av

"Yacketta, Ronald" wrote:

Could you kindly explain this a little better.. bucket? never heard of or seen that term related to weapons before-Ron
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Gareth Llewellyn
Sent: Friday, January 04, 2002 1:59 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Weapon slots
Each bucket and its respective slot start at 0Therefore the crowbar is:Bucket 0Slot 0 The sprites are governed by the weaponname.txt in the sprites folder. Sorry I can't be of more help I aint at my HL editing PC. Gareth Llewellyn
InNeedOfTherepy
-Project Leader
-Lead Coder
-Lead Mapper
Half-Life The Beginning
www.HLTB.co.uk
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