Author Topic: jumping screen  (Read 958 times)

Offline gambi

  • Rank: Private
  • *
  • Posts: 15
jumping screen
« on: November 29, 2011, 01:05:31 am »
Hello , two questions:

1:how to change the text on the icon after shooting enemy?
2:how to disable jumping screen  after grenade explosion?

thanx

Offline {NADF}Geronimo

  • Rank: Private
  • *
  • Posts: 65
Re: jumping screen
« Reply #1 on: December 03, 2011, 09:04:00 am »
Not sure what you really mean  :roll:  

Can you add for a) and b) a screenshot? So it's easier to see, what you want to change  8)  

Regards,
{NADF} Geronimo

Offline xpresschiro

  • Rank: Private
  • *
  • Posts: 4
Re: jumping screen
« Reply #2 on: December 06, 2011, 06:25:25 am »
Quote from: "gambi";p="38719"
Hello , two questions:

1:how to change the text on the icon after shooting enemy?
2:how to disable jumping screen  after grenade explosion?

thanx


In my opinion , i hope that it is done with the help of programming . If any change occur in the run time then it is occur  with the help of programming . I know that many types of languages are used in the programming like java,.net,php etc. These language are responsible to change the run time environment . Thanks to read my comment !

Offline gambi

  • Rank: Private
  • *
  • Posts: 15
Re: jumping screen
« Reply #3 on: December 06, 2011, 07:59:39 am »
Quote from: "{NADF}Geronimo";p="38753"
Not sure what you really mean  :roll:  

Can you add for a) and b) a screenshot? So it's easier to see, what you want to change  8)  

Regards,
{NADF} Geronimo

Jumping screen after granate explosion


[youtube]http://www.youtube.com/watch?v=8IG5vGN-xG8[/youtube]



change this text on the icon



 [/URL]  







thanx

Offline PatmanSan

  • Administrator
  • Rank: Private
  • *****
  • Posts: 2527
Re: jumping screen
« Reply #4 on: December 06, 2011, 01:17:44 pm »
Screen shaking is done by maps\mp\gametypes\_shellshock.gsc. It's called by the Callback_PlayerDamage procedure in every game type script, like this:

self thread maps\mp\gametypes\_shellshock::shellshockOnDamage(sMeansOfDeath, iDamage);

and/or

eAttacker thread maps\mp\gametypes\_shellshock::shellshockOnDamage(sMeansOfDeath, iDamage);


Text above compass depends on obituary setting in monitoring.cfg. Stock obituary levels ( 1 - 4 ) will only show X killed Y. You have set an eXtreme obituary levels ( 5 - 8 ), which gets the text from localizedstrings\obituary.str.