News: SMF - Just Installed!
 
Welcome, Guest. Please login or register.
+  AnthraxBio
|-+  Return to Castle Wolfenstein
| |-+  Coding Tutorials
| | |-+  Displaying Messages
« previous next »
Pages: [1] Print
Author Topic: Displaying Messages  (Read 265 times)
SkreamerVirii
Administrator
Full Member
*****
Posts: 133


View Profile
« on: September 03, 2008, 11:16:04 PM »

Adding and displaying messages when you activate or fire a weapon
If 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!!!

« Last Edit: September 03, 2008, 11:25:21 PM by SkreamerVirii » Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.6 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Free SMF 1.1.5 Forum Theme by Tamuril. © 2008.