| SkreamerVirii Administrator
 Full Member
 
      Posts: 133
 
 
 
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								|  | «  on: September 03, 2008, 11:16:04 PM » |  | 
 
 Adding and displaying messages when you activate or fire a weaponIf you have downloade dmy mod and have tested out any of the grenades you will see that when you throw a grenade a little message right bleow tyhe centerof the creen a message appears well im going to show you how to add such a message
 first we need to open up g_missle.c then we need to stroll on down to line 1170
 you should be reading this code
 switch(grenadeWPID) {
 case WP_GRENADE_LAUNCHER:
 bolt->classname = "grenade";
 // bolt->damage = 100;
 // bolt->splashDamage = 100;
 if ( g_gametype.integer >= GT_WOLF )
 bolt->splashRadius = 300;
 else
 bolt->splashRadius = 150;
 bolt->methodOfDeath = MOD_GRENADE;
 bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
 bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE;
 break;
 now we want to add this
 trap_SendServerCommand( self-g_entities, "cp \"Grenaaaaade!\"");
 the reason i want to use this is because if we scroll down a little bit more to this code
 case WP_DYNAMITE:
 case WP_DYNAMITE2:
 bolt->accuracy = 0; // JPW NERVE sets to score below if dynamite is in trigger_objective_info & it's an objective
 trap_SendServerCommand( self-g_entities, "cp \"Dynamite is set, but NOT armed!\"");
 // differentiate non-armed dynamite with non-pulsing dlight
 bolt->s.teamNum = self->client->sess.sessionTeam + 4;
 bolt->classname = "dynamite";
 bolt->damage = 0;
 bolt->splashDamage = 333;
 bolt->splashRadius = 800;
 bolt->methodOfDeath = MOD_DYNAMITE;
 bolt->splashMethodOfDeath = MOD_DYNAMITE_SPLASH;
 bolt->s.eFlags = (EF_BOUNCE | EF_BOUNCE_HALF); // EF_BOUNCE_HEAVY;
 
 and if you notice like i did
 this is actually what made me come up with this idea
 trap_SendServerCommand( self-g_entities, "cp \"Dynamite is set, but NOT armed!\"");
 that this is the messageyou get when you drop some dynamite
 so i then took
 trap_SendServerCommand( self-g_entities, "cp \"Dynamite is set, but NOT armed!\"");
 figured out where it would best fit and grenades popped into my mind immediatly so i scrolled back up to
 
 switch(grenadeWPID) {
 case WP_GRENADE_LAUNCHER:
 bolt->classname = "grenade";
 // bolt->damage = 100;
 // bolt->splashDamage = 100;
 if ( g_gametype.integer >= GT_WOLF )
 bolt->splashRadius = 300;
 else
 bolt->splashRadius = 150;
 bolt->methodOfDeath = MOD_GRENADE;
 bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
 bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE;
 break;
 
 looked at where the code was orginally placed
 case WP_DYNAMITE:
 case WP_DYNAMITE2:
 bolt->accuracy = 0; // JPW NERVE sets to score below if dynamite is in trigger_objective_info & it's an objective
 trap_SendServerCommand( self-g_entities, "cp \"Dynamite is set, but NOT armed!\"");
 // differentiate non-armed dynamite with non-pulsing dlight
 bolt->s.teamNum = self->client->sess.sessionTeam + 4;
 bolt->classname = "dynamite";
 and placed my code in and around the same place but in the grenades block
 so it looked something like this
 
 switch(grenadeWPID) {
 case WP_GRENADE_LAUNCHER:
 trap_SendServerCommand( self-g_entities, "cp \"Grenaaaaade!\"");
 bolt->classname = "grenade";
 // bolt->damage = 100;
 // bolt->splashDamage = 100;
 if ( g_gametype.integer >= GT_WOLF )
 bolt->splashRadius = 300;
 else
 bolt->splashRadius = 150;
 bolt->methodOfDeath = MOD_GRENADE;
 bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
 bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE;
 break;
 Okay now compile run the game and throw a grenade it should say whatever it is you type in for the message and that message should stay printed on the screen for a while then fade away
 
 enjoy!!!
 
 
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