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  3. How do you create a hud element?

How do you create a hud element?

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  • Vulture Aidundefined Offline
    Vulture Aidundefined Offline
    Vulture Aid
    Contributor
    wrote on last edited by
    #1

    As the title suggests, I want to know the function of a hud element in zombies that displays a counter from a variable

    Kalitosundefined 1 Reply Last reply
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    • Vulture Aidundefined Vulture Aid

      As the title suggests, I want to know the function of a hud element in zombies that displays a counter from a variable

      Kalitosundefined Offline
      Kalitosundefined Offline
      Kalitos
      wrote on last edited by
      #2

      Vulture Aid You can create it using this:

      self.Text = createFontString ("Objective", 1.7); // Only client-- to Server Message use createServerFontString
      self.Text setPoint ("CENTER", "TOP", 300, "CENTER"); // Position
      self.Text setText ("Your text here"); // Message
      
      Vulture Aidundefined 1 Reply Last reply
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      • Kalitosundefined Kalitos

        Vulture Aid You can create it using this:

        self.Text = createFontString ("Objective", 1.7); // Only client-- to Server Message use createServerFontString
        self.Text setPoint ("CENTER", "TOP", 300, "CENTER"); // Position
        self.Text setText ("Your text here"); // Message
        
        Vulture Aidundefined Offline
        Vulture Aidundefined Offline
        Vulture Aid
        Contributor
        wrote on last edited by
        #3

        Kalitos Can you specify the arguments for createFontString() and setPoint()?

        TheHiddenHourundefined 1 Reply Last reply
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        • Vulture Aidundefined Vulture Aid

          Kalitos Can you specify the arguments for createFontString() and setPoint()?

          TheHiddenHourundefined Offline
          TheHiddenHourundefined Offline
          TheHiddenHour
          Contributor
          wrote on last edited by
          #4

          Vulture Aid createFontString(font, fontScale), setPoint(point, relativePoint, x, y).

          font has a few different options like "default", and "objective". fontScale is self explanatory, it's the scale of the font lol.

          point and relativePoint are a bit different though. There's "CENTER", "TOP", "BOTTOM", "LEFT", "RIGHT", "TOPRIGHT", "TOP_RIGHT", "TOPLEFT", "TOP_LEFT", "TOPCENTER", "BOTTOM RIGHT", "BOTTOM_RIGHT", "BOTTOM LEFT", "BOTTOM_LEFT".
          You can kind of think of these as anchors. If I made a HUD with points "RIGHT", "RIGHT" and I appended text to it constantly, the HUD would grow to the left to maintain its position on the right.

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