Re: Radar Map HUDs [message #305187 is a reply to message #302021] |
Sun, 23 December 2007 17:48   |
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sadukar09
Messages: 2812 Registered: May 2007 Location: Ottawa,Canada
Karma: 0
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General (2 Stars) |
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Nothing at all.
Quote: | [19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS
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Quote: | [22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.
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Re: Radar Map HUDs [message #310520 is a reply to message #302021] |
Sun, 13 January 2008 09:36   |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
Karma: 0
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Colonel |
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Any1 found a good working islands? I have been trying it with slave's Island but i cant get the scale right, when i spawn in the airstrip, i spawn on the strip where the cargo drops according to the HUD :\
Also, sometimes it looks like the turrets move, so when you walk away from them, they move away too (litterly) and, for example, the turret at city flying then appears on the strip for some time.
[Updated on: Sun, 13 January 2008 09:37] Report message to a moderator
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Re: Radar Map HUDs [message #329864 is a reply to message #329857] |
Sat, 10 May 2008 00:52   |
DL60
Messages: 283 Registered: May 2006
Karma: 0
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Recruit |
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Quote: | Now everyone can have one.
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It was already possible make your own hud without the released huds. Jonwil described the possible commands in a hud.ini in bhs.txt
Those who made the first huds were able to read and had the patience to create such a hud.
Reading & understanding is a real advantage. With this you all would would know how you can make huds independet from the screen solution. You find the necessary information in bhs.txt... take a close look what happens when you write negative values in XPos YPos commands...
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