Yea.. I'm to stupid today to make a tutorial and I'm not sure if this is a release because it's just a code and it's not a release by my standards (95% stupid today)
This is my code I'm to fucked up to edit it
add it to init
so... this is the 3 functions you need
and add
to onPlayerSpawned before the for(;;) (so it won't annoy you every time you spawn)
you need easy text so here it is
f* you have fun understanding wtf I did here
oh wait here's the preview video, watch it so I could get more views
and again I'm 95% stupid today, sorry.
This is my code I'm to fucked up to edit it
Code:
writeWelcome()
{
level.welcome[0] = "^1In these dark ages,";
level.welcome[1] = "^1No one survives...";
level.welcome[2] = "^1Without a good team...";
level.welcome[3] = "^1GDF VS. Robots";
level.welcome[4] = "^1By 4FunPlayin";
level.welcome[5] = "^1And thanks to...";
level.welcome[6] = "^6itsMods.com";
level.welcomeSubtitle[6] = "^2Beyond The Limit...";
level.welcome[7] = "^1Right mouse - minigun\n^1Left mouse - rockets";
}
add it to init
Code:
thread writeWelcome();
Code:
showWelcomeMessage()
{
self endon("disconnect");//idk
wide[0] = createIcon( "white", 1000, 5 );
wide[0] setPoint( "CENTER", "CENTER", 0, -50 );
wide[0].alpha = .40;
wide[1] = createIcon( "white", 1000, 5 );
wide[1] setPoint( "CENTER", "CENTER", 0, 50 );
wide[1].alpha = .40;
wide[2] = createIcon( "black", 1000, 305 );
wide[2] setPoint( "CENTER", "CENTER", 0, -205 );
wide[2].alpha = .50;
wide[3] = createIcon( "black", 1000, 305 );
wide[3] setPoint( "CENTER", "CENTER", 0, 205 );
wide[3].alpha = .50;
self thread createText(0, "^1Welcome "+self.name+",", 1.5, "CENTER", "CENTER", -200, 0);
self.NewText[0] thread timeResizing(1, 1);
wait 2.5;
for (i = 0; i <= 7; i++)
{
if(i != 7)
{
self thread createText(i+1, level.welcome[i], 1.5, "CENTER", "CENTER", -200, 0);
self.NewText[i+1] thread timeResizing(1, 1);
}
else {
if(self.pers["team"] == "axis")
{
wait 1;
self thread createText(i+1, level.welcome[i], 1.5, "CENTER", "CENTER", -200, 0);
self.NewText[i+1] thread timeResizing(1, 2.5);
}
}
if(i == 6)
{
createText(7, level.welcomeSubtitle[6], 1, "CENTER", "CENTER", -180, 20);
self.NewText[7] thread timeResizing(0, 2);
}
wait 2.5;
}
wide[0] thread removeSlowlyByTime(40);
wide[1] thread removeSlowlyByTime(40);
wide[2] thread removeSlowlyByTime(50);
wide[3] thread removeSlowlyByTime(50);
}
removeSlowlyByTime(T)
{
for(abc = T; abc > -1; abc--)
{
self.alpha -= 0.1;
wait .8;
}
self destroy();
}
timeResizing(M, F)
{
for(abc = 20; abc > -1; abc--)
{
if(M == 1)
self.fontScale += .05;
wait .05;
}
wait F;
self setPoint("CENTER", "CENTER", 1000, 0, .5);
wait .6;
self destroy();
}
and add
Code:
self thread showWelcomeMessage();
to onPlayerSpawned before the for(;;) (so it won't annoy you every time you spawn)
you need easy text so here it is
Code:
destroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}
createText(TextID, Text, textSize, Place1, Place2, offset1, offset2)
{
self.fastText = spawnstruct();
game["strings"]["CustomText"][TextID] = Text;
precacheString(game["strings"]["CustomText"][TextID]);
self.fastText.ie[TextID] = game["strings"]["CustomText"][TextID];
self.NewText[TextID] = self createFontString( "default", textSize );
self.NewText[TextID] setPoint( Place1, Place2, offset1, offset2);
self.NewText[TextID] setText(self.fastText.ie[TextID]);
if( self IsSplitscreen() )
self.NetText[TextID].y = -15;
else
self.NetText[TextID].y = -60;
self thread destroyOnDeath(self.NewText[TextID]);
}
destroyText(TextID)
{
self.NewText[TextID] destroy();
}
renameText(TextID, Text)
{
self.fastText.ie[TextID] = Text;
self.NewText[TextID] setText(self.fastText.ie[TextID]);
}
replaceText(TextID, Place1, Place2, offset1, offset2)
{
self.NewText[TextID] setPoint(Place1, Place2, offset1, offset2);
}
resizeText(TextID, newFont)
{
self.NewText[TextID].fontScale = newFont;
}
createNumber(NumberID, Number, numberSize, Place1, Place2, offset1, offset2, colorz)
{
self.fastNumber = spawnstruct();
self.fastNumber.ie[NumberID] = Number;
self.NewNumber[NumberID] = self createFontString( "default", numberSize );
self.NewNumber[NumberID] setPoint( Place1, Place2, offset1, offset2);
self.NewNumber[NumberID] setValue(Number);
self thread destroyOnDeath(self.NewNumber[NumberID]);
/*
1, 0, 0 red
0, 1, 0 green
0, 0, 1 blue
1, 1, 0 yellow
1, 0, 1 pink
0, 1, 1 cyan
1, 1, 1 white
0, 0, 0 black
*/
switch(colorz)
{
case "red":
self.NewNumber[NumberID].color = (1, 0, 0);
break;
case "green":
self.NewNumber[NumberID].color = (0, 1, 0);
break;
case "blue":
self.NewNumber[NumberID].color = (0, 0, 1);
break;
case "yellow":
self.NewNumber[NumberID].color = (1, 1, 0);
break;
case "pink":
self.NewNumber[NumberID].color = (1, 0, 1);
break;
case "cyan":
self.NewNumber[NumberID].color = (0, 1, 1);
break;
case "white":
self.NewNumber[NumberID].color = (1, 1, 1);
break;
case "black":
self.NewNumber[NumberID].color = (0, 0, 0);
break;
default:
self.NewNumber[NumberID].color = (1, 1, 1);
break;
}
}
renameNumber(NumberID, Number, colorz, alphaz)
{
self.NewNumber[NumberID] setValue(Number);
if(isDefined(alphaz))
{
self.NewNumber[NumberID].alpha = alphaz;
}
if(isDefined(colorz))
{
switch(colorz)
{
case "red":
self.NewNumber[NumberID].color = (1, 0, 0);
break;
case "green":
self.NewNumber[NumberID].color = (0, 1, 0);
break;
case "blue":
self.NewNumber[NumberID].color = (0, 0, 1);
break;
case "yellow":
self.NewNumber[NumberID].color = (1, 1, 0);
break;
case "pink":
self.NewNumber[NumberID].color = (1, 0, 1);
break;
case "cyan":
self.NewNumber[NumberID].color = (0, 1, 1);
break;
case "white":
self.NewNumber[NumberID].color = (1, 1, 1);
break;
case "black":
self.NewNumber[NumberID].color = (0, 0, 0);
break;
}
}
}
replaceNumber(NumberID, Place1, Place2, offset1, offset2)
{
self.NewNumber[NumberID] setPoint(Place1, Place2, offset1, offset2);
}
resizeNumber(NumberID, newFont)
{
self.NewNumber[NumberID].fontScale = newFont;
}
destroyNumber(NumberID)
{
self.NewNumber[NumberID] destroy();
}
f* you have fun understanding wtf I did here
oh wait here's the preview video, watch it so I could get more views
and again I'm 95% stupid today, sorry.