Scripted weapons scope?

Topics regarding Scripting with Reality Factory
Post Reply
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
Contact:

Scripted weapons scope?

Post by darksmaster923 » Thu Jul 30, 2009 1:51 am

I need to create a scripted weapons scope, but all the commands only have the texture fill up part of the screen. Is there any way to make the textures stretch?
Herp derp.

User avatar
Juutis
Posts: 1511
Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Re: Scripted weapons scope?

Post by Juutis » Mon Aug 03, 2009 11:45 am

In my game I made separate images for the different resolutions. Then just draw the correct one with DrawFlipBookImage and fill the rest of the screen with black with FillScreenArea.
Pain is only psychological.

User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
Contact:

Re: Scripted weapons scope?

Post by darksmaster923 » Mon Aug 03, 2009 10:11 pm

How do you find the screen resolution with a script command? I mean, I just did it by making the picture a HUD picture and setting it on the center of the screen, but its really big in low resolutions.
Herp derp.

User avatar
Juutis
Posts: 1511
Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Re: Scripted weapons scope?

Post by Juutis » Mon Aug 03, 2009 10:13 pm

GetScreenWidth()
GetScreenHeight()
Pain is only psychological.

User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
Contact:

Re: Scripted weapons scope?

Post by darksmaster923 » Mon Aug 03, 2009 10:29 pm

Thanks Juutis, you always manage to find the perfect commands that I need but never find, which makes me waste a whole day
Herp derp.

Post Reply