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Posted

When I try to use one of these, I get an error that it cannot be spawned because idTrigger_GuiOverlay is an unknown class or something to that effect. Is this trigger not usable in TDM or am I just doing it wrong?

 

I was hoping to use it to trigger full-screen ROQ videos in game.

Posted

Since it is possible to add/remove GUI overlays (like when you are under water), I think it would be possible to get this working. But I don't think we have anyone who could actually implement it...

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Can a script call up a gui, either an overlay like D3's PDA, our readables, or a menugui that's fullscreen.*

Then you're just calling the script with your trigger, and it does all the work.

(For that matter, you could look up how the PDA overlay is called up in Doom3, then use that model.)

 

* I saw this on id's site: "menugui - bool- false: This gui is full screen (use on desktop window)", then you can play the cinematic right in it.

 

Edit: BTW, I also believe with menugui, you could coattail on a gui entity already in-game that you know you can activate (like a readable you proxy-frob in a script? other in-game guis we can have?), then add "menugui" and set to True so it will be full screen, even if it's sitting in a blueroom, and you play the cinematic full screen in it as usual. I wonder if that would work. Or since a readable is already an overlay, maybe changing its size & playing a full-screen cinematic on it is enough by itself.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

list of gui's from tdm_event.script

 

// Gets the default inventory overlay for the player. All other

// entities will return an invalid value.

scriptEvent float getInventoryOverlay();

 

// Creates a GUI overlay. (must be used on the player)

scriptEvent float createOverlay( string guiFile, float layer );

 

// Destroys a GUI overlay. (must be used on the player)

scriptEvent void destroyOverlay( float handle );

 

// Loads a new file into an existing GUI.

scriptEvent void setGui( float handle, string guiFile );

 

// Returns the file currently loaded by a GUI.

scriptEvent string getGui( float handle );

 

// Sets a GUI parameter.

scriptEvent void setGuiString( float handle, string key, string val );

 

// Returns a GUI parameter.

scriptEvent string getGuiString( float handle, string key );

 

// Sets a GUI parameter.

scriptEvent void setGuiFloat( float handle, string key, float val );

 

// Returns a GUI parameter.

scriptEvent float getGuiFloat( float handle, string key );

 

// Sets a GUI parameter.

scriptEvent void setGuiInt( float handle, string key, float val );

 

// Returns a GUI parameter.

scriptEvent float getGuiInt( float handle, string key );

 

// This is a kludge. It is equivelant to: setGuiString( handle, key, src.getKey(srcKey) )

// However, it's used to bypass the 127 char size limit on script strings.

scriptEvent void setGuiStringFromKey( float handle, string key, entity src, string srcKey );

 

// Calls a named event in a GUI.

scriptEvent void callGui( float handle, string namedEvent );

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