Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 90 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: Quickmessage Menu
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 11:47 am
use this

Code:

				soundalias = "american_smokin";
				//saytext = &"QUICKMESSAGE_SMOKIN";
				saytext = "Smokin!";
				break;


QUICKMESSAGE_SMOKIN or GMI_QUICKMESSAGE_SMOKIN is a localized string and you need a load of str files for each language

you dont need to precached the vsay text
as its not used on the HUD, well not as a newhudelem

the // tells the engine to ignore that line from the //

edited on Mar. 1, 2008 06:48 am by .KiLL3R.
Share |
s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 04:24 pm
I feel stupid for not trying that. >_<
I knew the // made the game skip that line, but I thought it was there to point out what the line above was for. I'll give it a try in a few mins and post.
Share |
s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 08:08 pm
Ok, that part works perfect now. Here is my next problem.[banghead]

I'm adding both a 6th, and 7th menu to the quickchat menu. But when I do that and I make all of the appropriate changes in _teams tile, I still have a problem.

So I've go this part:

Code:
extra1(response)
{
	if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
		return;

	if(self.pers["team"] == "allies")
	{
		switch(game["allies"])		
		{
		case "american":
			switch(response)		
			{
			case "1":
				soundalias = "american_smokin";
				//saytext = &"GMI_QUICKMESSAGE_SMOKIN";
				saytext = "Smokin!";
				break;
			default:
				return;
			}
			break;


Everything works fine. Then I started on the 2nd (or 7th) menu option like this:

Code:
extra2(response)
{
	if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
		return;

	if(self.pers["team"] == "allies")
	{
		switch(game["allies"])		
		{
		case "american":
			switch(response)		
			{
			case "1":
				soundalias = "american_goodjob";
				//saytext = &"GMI_QUICKMESSAGE_SMOKIN";
				saytext = "GoodJob!";
				break;
			default:
				return;
			}
			break;


Is that right? Ingame it doesn't work out right. The extra2 (7th) menu acts like the extra1 menu as far as what sounds are played and text is printed. So, I changed the names around (so they're opposite what they should be) and now the extra2 part works fine, but the extra1 doesn't work at all.

I know thats confusing, but its hard to explain it. [ohwell]

Is it not possible to add more than one addtional menu?
Share |
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, Dec. 20, 2009 08:46 am
hi there

i'm having difficulties, too.
trying to add a 4th quickchat category, but i have no sounds for them, so i deleted the soundalias = "nation_whatever_sayz"; lines for the respective new entries, and have no .csv files either.
(i don't need sound for them, the point is the blinking "note of exclamation" on the compass, and considering the nature of the qucikchat stuff, it's better if the enemy can't hear any of it. btwif that turns out to be a problem, shall i insert blank sound files?)

i have edited:

\maps\mp\gametypes\_teams.gsc

(ps.: i forgot to say that this mod meant to be for vCoD, but i didn't see a reason to start a new topic for it in its respetive category, as here is the one i need, and hope help from)
\localizedstrings\english\quickmessage.str
\ui_mp\scriptmenus\quickdemolition.menu
\ui_mp\menus.txt
\ui_mp\wm_quickmessage.menu

i think i've edited everything in the right way, i mean just as they look like with responses and commands, just adapted for the nr4 slot, but the 4th category doesn't even show up in game.

any ideas, what should i edit additionally, what should i doublecheck, rewrite, whatever, so any advices would be fine.

thanks

edited on Dec. 20, 2009 05:29 am by AndrewT
Share |
s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jan. 18, 2010 11:54 pm
Hi Andrew, sorry I didn't respond to this sooner.

Does the option that you added in the vsay menu show up at all?

I took this code directly from pak8.pk3 for vCod. I added the 4th vsay menu information. Just running this file in your mod should make it show up, however when you click "4" it will not display a new menu. (if this is the only file included)

\ui_mp\wm_quickmessage.menu
Code:
#include "ui_mp/menudef.h"

#define ORIGIN_QUICKMESSAGETAB			32 224
#define ORIGIN_QUICKMESSAGEWINDOW		32 256

{
	menuDef
	{
		name			"quickmessage"
		visible			0
		fullscreen		0
		rect			0 0 640 480
		focuscolor		1 1 1 1
		disablecolor		0 0 0 0
 		style			WINDOW_STYLE_EMPTY

		onOpen
		{
			setCvar cl_bypassMouseInput "1"
		}
		onClose
		{
			setCvar cl_bypassMouseInput "0"
		}

// WINDOW BACKGROUND
		itemDef
		{
			name			"window_background"
			visible			1
			rect			0 0 224 192
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			decoration
		}
	
// WINDOW LINES
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			219 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			5 0 214 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 187 218 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

// TITLE
		itemDef
		{
			name			"title"
			visible			1
			rect			0 0 224 32
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			type			ITEM_TYPE_TEXT
			text			"@QUICKMESSAGE_QUICK_MESSAGE"
			textfont		UI_FONT_NORMAL
			textscale		.24
			textalignx		112
			textaligny		24
			textalign		ITEM_ALIGN_CENTER
			decoration
		}
		itemDef
		{
			name			"title_quickmessage_gray"
			visible			1
			rect			3 3 218 29
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

		itemDef
		{
			name			"window"
			visible			1
			rect			16 20 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_1_COMMANDS"
			decoration
		}
		execKey "1" { close quickmessage; open quickcommands }
	
		itemDef
		{
			name			"window"
			visible			1
			rect			16 36 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_2_STATEMENTS"
			decoration
		}
		execKey "2" { close quickmessage; open quickstatements }
	
		itemDef
		{
			name			"window"
			visible			1
			rect			16 52 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_3_RESPONSES"
			decoration
		}
		execKey "3" { close quickmessage; open quickresponses }

                itemDef
		{
			name			"window"
			visible			1
			rect			16 68 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"Menu 4"
			decoration
		}
		execKey "4" { close quickmessage; open quickresponses }

		itemDef
		{
			name			"window"
			visible			1
			rect			16 68 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_ESC_EXIT"
			decoration
		}
	}
}


After you get it to show up successfully, then we can actually add the menu so it is displayed when chosen and add items to it. If it shows up when you use this file, you should be able to press 4 and it will give you the menu responses for 3, since we didn't make a menu for it.

If I can help you out through xfire sometime feel free to add me.
xf: s4ntiago

I can take a look at your mod, or send you one I've made that you can look at.
Share |
AndrewT
General Member
Since: Feb 28, 2005
Posts: 58
Last: Oct 27, 2017
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 19, 2010 01:25 pm
many thanks for the reply s4ntiago, i was about to give up my attempts about this stuff. i'll try it as soon as i can. thanks again!

edited on Jan. 19, 2010 04:38 pm by AndrewT

PS: tried, still won't appear the 4th quickchat group :| i have edited the wmquickmessage in the same way, but replaced with the one you pasted, same results :( when i hit v4, it brings up the quickchat menu with the 3 existing things, and i select grenades
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»