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UT2003 Question (HUD Begon) | Locked | |
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Mar 28 2003 Anchor | ||
Just as the topic says. Is there a possible way to make the HUD invisible when you start a map. The reason is that since I am working on a fully Single-Player mod I just need to have the HUD invisible until I want it to. Just like if you start in the first map in a moist room, and that you have nothing. So then you start out without the hud screen. Please, I need help. -- ------------------------------------------ |
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Mar 28 2003 Anchor | |
i know u can in u2, but im not sure about ut2k3... - Edited By PsychoFarmer On Fri 28th, Mar 2003 @ 6:24:47pm -- ___________________________
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Mar 28 2003 Anchor | ||
Through a couple of settings in the player and options menus, I've managed to make the UT2k3 HUD disappear. Unfortunately, it never came back, no matter what I did! I'd probably have to reinstall it to fix it or something. --
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Mar 28 2003 Anchor | |
i think u should be able to adjust the transparency to 100%, and then it would be as if the hud wasnt there -- ___________________________
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Mar 28 2003 Anchor | ||
Is it possible to make a Trigger Actor to trigger the game to make it invisible and at a certain point to make it visble again by triggering again. -- ------------------------------------------ |
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Mar 28 2003 Anchor | |
i should think so... perhaps one that sets hud_trans=100 (or whatever the setting is) and then another scripted even that sets it back to whatever trans u want it to -- ___________________________
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Mar 28 2003 Anchor | ||
Yah. I should find out what it is. -- ------------------------------------------ |
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Mar 29 2003 Anchor | ||
Its one of the f keys, f11 i think. -- Why wont it save me? |
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Mar 29 2003 Anchor | ||
How do you make a Trigger Actor trigger a command like "BehindView 1". And that f11 is not it. The latest patch replaces it with the MusicMenu. So does anyone know what the command is to hide the HUD. -- ------------------------------------------ |
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Mar 29 2003 Anchor | |
its under options, didnt think there was a quick key bound to it... i think u can change it with the console, by typing hud_trans=100 or somthin like that... -- ___________________________
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Mar 30 2003 Anchor | ||
But how do you make a Trigger Actor trigger a console command. -- ------------------------------------------ |
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Mar 30 2003 Anchor | |
not sure... isnt everything in loading the mod technically done in the console? if that were true, then it would be just another line in the code, like an if then statement (i think thats how the triggers in ut2k3 work) -- ___________________________
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Mar 31 2003 Anchor | ||
That would probably work. But I wish there was a TriggerCommand actor, or some string which tells the console to accept that command. -- ------------------------------------------ |
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Mar 31 2003 Anchor | |
sorta like there would be an invisable model or somethin? -- ___________________________
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Mar 31 2003 Anchor | ||
Yah which triggers a console command invisably -- ------------------------------------------ |
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Apr 1 2003 Anchor | ||
If you're making a 100% single player mod, you should use U2 not UT2003. -- "PEOPLE ARE DYING TO MEET ME" - Death |
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Apr 1 2003 Anchor | |
agreed -- ___________________________
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Apr 1 2003 Anchor | ||
But the mod Spacial Fear used ut2003 and it was a good mod. -- ------------------------------------------ |
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Apr 1 2003 Anchor | ||
true... but u2 is much more balanced to handle pure single player -- ______________________ |
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Apr 1 2003 Anchor | ||
But then if I do attempt to be able to make a single-player game using UT2003, it would make it even more special by how much work was put into it. I can even make a mutator for it to allow single-player maps with the prefix SP (SP-Underworld) or something like that. -- ------------------------------------------ |
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Apr 1 2003 Anchor | ||
u could... but u would still be lacking a save game feature, i think -- ______________________ |
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Apr 1 2003 Anchor | ||
Well actually all you have to do is have a new keybind and edit the ini file to save and record the position, the map the player is in, the weapons/items the player has, and how much health the player has. Maybe more complex that it sounds like, but it can be done. -- ------------------------------------------ |
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Apr 1 2003 Anchor | ||
and the status of the triggers and monsters in the map... i just think it would be easier to use a game where the save feature is already there -- ______________________ |
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Apr 1 2003 Anchor | ||
Well thats what you would do. So... -- ------------------------------------------ |
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