i've been messing with the editor for a lot trying to print a variable (integer) on the HUD. Without success. Does someone know how to print a int on the HUD. Also, does anyone know how to access the in game HUD timetrial's UI scene ?
Thanks for reading.
ps: sorry I don't speak a single word of russian, and mirrors-edge2.ru is the only website with an active mirror's edge moding scene since on-mirrrors-edge is dead (it might be a good idea to create a "english section" to revive the internation modding community).
Добавлено (30.01.2015, 05:02) --------------------------------------------- Can't convert an int to a string; looks like such functionality is missing. Also I guess you were looking for time trial's velocity HUD, well, it's not possible to access it through the editor, it was coded with Uscript.
Also, in my UI scene with the blink meter, I created a timer using delays. Oh and, you can get the player velocity Integer by using "FloatProperty'Engine.SeqAct_GetVelocity:Velocity" as a variable (without quotes). I believe there is a work around this and if searched hard enough you can find it (still remember the time when I tried to find the shadow parenting property).
Сообщение отредактировал: / Post edited: Abincyprus - Пятница, 30.01.2015, 05:06
Actually, I'm trying to priint a score. The player could increase his score by going throught checkpoint "area", doing wallrun and such. I can manage the part of detecting collision and increasing the score variable. But printing it, I was hoping you used a int to print your "eye blink jauge". Something like int x = 10; for (int x=10 ; x <= 0; x--) printBlock(x)
I was also hoping there would be a hidden syntax to cast variables in a kismet nod properties. Like using <String:xxxxxxx> to call a string stored in the data store.
About the reverse engineering: I've already tried to mess around with UEexplorer, it was interesting but a lot of function were encrypted. I wonder if we can't inject some unreal script in our own upk, because the "mirrorsedge.exe make" command is still there. But I've never compiled anything before using unreal engine, I don't entirely understand the complex file structure on a typical unreal project. So maybe a great unreal engine guru could give it a a try, but I'll pass on it for now.
Thanks for answer, I'll try to write a complex node with a lot of int comparaison to emulate a "string to int" this week end.
EDIT : Well I can't even pass a variable from my mainSequencec kismet to my UI kismet (using named variable), so the whole thing is pointless... I give up my mod for now, and try some easier stuff.
Сообщение отредактировал: / Post edited: HijackedBrain - Пятница, 30.01.2015, 20:34
clicking on ".rsvp" adds class "open" on ".overlay"
clicking on ".close-overlay" removes class "open" on ".overlay"
clicking on ".rsvp, .overlay-m-open, .overlay-m-open-en, .open-bs-modal" adds class "no-scroll" on "html"
clicking on ".close-overlay, .overlay-m-close, .close" removes class "no-scroll" on "html"
clicking on ".open-menuprofile" adds class "open-mpro" on ".menumi"
clicking on ".close-menuprofile" removes class "open-mpro" on ".menumi"
clicking on ".overlay-m-open" adds class "overlay-m-visible" on ".overlay-m"
clicking on ".overlay-m-open-en" adds class "overlay-m-visible" on ".overlay-m-en"
clicking on ".overlay-m-close" removes class "overlay-m-visible" on ".overlay-m, .overlay-m-en"