but how do I tell HUD that takes the player what weapon or how many bullets you have left? Sorry if already in the video, because my English is very bad.
@diajuegos sorry, that wasn't in the video. to get current weapon, do something like "local UTWeapon W; W = UTWeapon(PawnOwner.Weapon);" then for bullets, set a flash text field to W.AmmoCount. To get the name of the weapon, do something like "string weapname = W.GetHumanReadableName();"
Thanks for the nice tutorial! But you didn't include how to make a wrapper object(to bob the entire HUD) in Flash, which I couldn't figure out. Grouping just makes everything one object, so how can I go about doing this?
@ShadowFoxGames wow you're right...sorry bout that :P a wrapper is just a series of nested symbols. so make one of your graphical elements a symbol, then "Edit in Place" and add all the other parts of the HUD as separate layers within this symbol. then when you exit Edit Mode, you can give the parent symbol an instance of "wrapper". hope that helps!
@ShadowFoxGames exactly. it has to be that way because you can't reference the actual .swf scene to do things like change the movie's position or rotation.
but how do I tell HUD that takes the player what weapon or how many bullets you have left? Sorry if already in the video, because my English is very bad.
diajuegos 5 months ago
@diajuegos sorry, that wasn't in the video. to get current weapon, do something like "local UTWeapon W; W = UTWeapon(PawnOwner.Weapon);" then for bullets, set a flash text field to W.AmmoCount. To get the name of the weapon, do something like "string weapname = W.GetHumanReadableName();"
willyg302 5 months ago
@willyg302 ok, thanks
diajuegos 5 months ago
Thanks for the nice tutorial! But you didn't include how to make a wrapper object(to bob the entire HUD) in Flash, which I couldn't figure out. Grouping just makes everything one object, so how can I go about doing this?
ShadowFoxGames 7 months ago
@ShadowFoxGames wow you're right...sorry bout that :P a wrapper is just a series of nested symbols. so make one of your graphical elements a symbol, then "Edit in Place" and add all the other parts of the HUD as separate layers within this symbol. then when you exit Edit Mode, you can give the parent symbol an instance of "wrapper". hope that helps!
willyg302 7 months ago
@willyg302 Oh, alright cool, so basically putting everything into an object to act as the scene instead of the scene?
ShadowFoxGames 7 months ago
@ShadowFoxGames exactly. it has to be that way because you can't reference the actual .swf scene to do things like change the movie's position or rotation.
willyg302 6 months ago