Difference between revisions of "Vehicle Tutorial Part 4"
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Latest revision as of 17:06, 15 October 2007
Advanced Scripting
There are a plethora of other things you can do with your vehicle to set it up. I'm going to go into some of them here.
Vehicle HUD
When you are in a vehicle in ETQW a HUD section is added in the bottom left showing details about the vehicle - health, passengers, etc. These are quite simple to create, as they are all done through templates. The only new asset you need to create is an icon for it - it should be pretty easy from looking at the existing icons. They're made up from a border and a fill image, a couple of examples are guis/assets/icons/vehicles/gdf_top_husky_border.tga and guis/assets/icons/vehicles/gdf_top_husky_fill.tga.
To make the material you'll need to create a new .mtr file and place it in a materials directory in your mod directory. I'm calling mine buggy_tute.mtr. The material is created using a template, so we'll need to include the template file before we can create the material. Here is the result for mine. Note that I'm reusing the Husky's icon:
#include <materials/guis/hud/gdf.include>
material guis/assets/hud/vehicles/buggy_tute
{
_vehicle_icon( "guis/assets/icons/vehicles/gdf_top_husky" )
}
Now you can make the GUI. You'll need to make a .gui file and place this in a guis directory in your mod directory. I'm calling mine buggy_tute.gui. Again, we'll need to include a template file first:
#include <guis/game/vehicles/gdf/cockpits.include>
gui guis/vehicles/buggy_tute {
properties {
float flags = immediate( flags ) | GUI_FULLSCREEN;
}
materials {
"icon" "guis/assets/hud/vehicles/buggy_tute"
}
_class_icons
_base_icon
_hud_materials
_position( 0, 1.5, 10 )
}
Next add the following key to the entityDef:
"gui_vehicle" "guis/vehicles/buggy_tute"