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Co&Co
01-16-2003, 01:04 PM
A question:

We made a key (dynamic object) and when you walk over it, you will pick it up. So far, so good.... images/icons/smile.gif . But when you pick up the key we want a text printed to the hud and we want the text to stay there till you will use the key. Same when you picked up a key in the hotel, there was a text printed called "Bar Key" in the upper right corner of the hud, like the key is part of your inventory.
We though this would be the right code for it: MPHM_PrintInventory ( int slotID, stringtable text );
but for some reason it doesn't work, the game quits with an error before you can even play the level. We tried some different slotID's, didn't work either. In the "stringtable text" we put in the following: STRING_BAR_KEY, which refers to the stringtable txt. But this won't work for some reason. images/icons/confused.gif
Are we using the correct message?

thx in advance

Maddieman
01-16-2003, 01:39 PM
MPHM_PrintInventory ( int slotID, stringtable text );
but for some reason it doesn't work, the game quits with an error before you can even play the level. <font size="2" face="Verdana, Arial">What exactly did you enter for the parameters, and what error did you get?

theHunted
01-16-2003, 01:45 PM
The parameters are in thw wrong order:

Command maxpayne_hudmode->MPHM_PrintInventory(%s, %i);

%s String defined in Stringtable.txt
%i SlotID, can be 1,2,3

(unfortunately its wrong in the maxed readme file)
------

adding to inventory:

maxpayne_hudmode->MPHM_PrintInventory(STRING_BAR_KEY, 1);

deleting from inventory:

maxpayne_hudmode->MPHM_PrintInventory(STRING_CARRYING, 1);


*rrr*bbb*
(theHunted lent me his account. already tried to register again 3 days ago, but didnt approve :/ )

[ 01-16-2003, 01:49 PM: Message edited by: theHunted ]

Co&Co
01-18-2003, 12:29 AM
You are right, its wrong in the maxed readme file. We changed it and now it works images/icons/smile.gif Thx.