jwm614

jwm614 BO2 OverFlow Fix

Jan 16th, 2015
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  1. #include maps/mp/gametypes/_hud_util;                                           //credits dtx 12
  2. #include maps/mp/_utility;
  3. #include common_scripts/utility;
  4. #include maps/mp/gametypes/_hud_message;
  5. #include maps/mp/gametypes/_hud;
  6.  
  7. init()
  8. {            
  9.     level.result = 0;//on init
  10.     level.ooc = true;//on init
  11.     level thread onplayerconnect();  
  12. }
  13.  
  14. onplayerconnect()
  15. {
  16.      for(;;)
  17.     {
  18.         level waittill( "connecting", player );
  19.        
  20.         player.clientid = level.clientid;
  21.         level.clientid++;  
  22.         player thread onplayerspawned();      
  23.     }
  24. }
  25.  
  26. onplayerspawned()
  27. {
  28.     self endon( "disconnect" );
  29.     level endon( "game_ended" );
  30.  
  31.    
  32.     for(;;)
  33.     {
  34.         self waittill( "spawned_player" );
  35.            
  36.         if(self isHost())
  37.         {
  38.             self freezecontrols(false);
  39.             self thread BuildMenu();
  40.         if (!isDefined(level.ov) && level.ooc)//only calls it once a game but put after how u create ur menu text
  41.             {            
  42.                 level thread overflowfix();
  43.                 level.ov = true;
  44.            
  45.             }
  46.         }
  47.     }
  48. }
  49.  
  50. BuildMenu()
  51. {
  52.     self endon("disconnect");
  53.     self endon("death");
  54.     level endon("game_ended");
  55.  
  56.     for(;;)
  57.     {
  58.         if(self actionslotonebuttonpressed())
  59.         {                    
  60.             self thread testoverflow();//just to test
  61.         }  
  62.         wait 0.025;
  63.     }
  64.    
  65. }  
  66.  
  67. overflowfix()//main function you need to fix overflow call on onplayerspawned like so above
  68. {  
  69.     level endon("game_ended");//stops the function when game ends
  70.  
  71.     level.test = createserverfontstring("default",1.5);
  72.     level.test setText("^5Jwm614"); //dont remove text here                  
  73.     level.test setPoint("CENTER","CENTER",200,190);//you can set the point to what ever u want
  74.     level thread deletetext();
  75.     for(;;)
  76.     {    
  77.            level waittill("textset");  
  78.         if(level.result >= 50)//67 actual strings just calling it early  
  79.         {
  80.             level.test ClearAllTextAfterHudElem();//prevents overflow
  81.             level.result = 0;//resets value to 0
  82.         }      
  83.         wait 0.01;    
  84.     }
  85. }
  86.  
  87. deletetext()
  88. {
  89.     level endon("done");//delets the hud
  90.  
  91.     for(;;)
  92.     {  
  93.         level waittill("game_ended");
  94.         level.test destroy();
  95.         level.test destroyElem();
  96.         wait 0.001;
  97.         level notify("done");
  98.     }
  99.  
  100. }
  101.  
  102. testoverflow()
  103. {
  104.     level endon("game_ended");
  105.    
  106.     self.overflowtest = drawText("No OverFlow", "objective", 4, 0, 0, (1, 1, 1), 0, (0, 0, 0), 0.50, 2);
  107.     self.overflowtest.alignX = "center";
  108.     self.overflowtest.horzAlign = "center";
  109.     self.overflowtest.vertAlign = "center";
  110.     self.overflowtest FadeOverTime(0.50);
  111.     self.overflowtest.alpha = 1;
  112.     level.num = 0;
  113.    for(;;)
  114.     {
  115.         self.overflowtest setText("No OverFlow: ^1" + level.num + "\n ^7Result: ^1" + level.result);
  116.         level.result += 1;//put on settext that u are using see!
  117.         level.num += 1;
  118.         level notify("textset");
  119.         wait 0.05;
  120.     }
  121.    
  122. }
  123.  
  124. drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort, allclients)
  125. {        
  126.     if (!isDefined(allclients))
  127.         allclients = false;
  128.    
  129.     if (!allclients)
  130.         hud = self createFontString(font, fontScale);
  131.     else
  132.         hud = level createServerFontString(font, fontScale);
  133.     hud setText(text);
  134.     hud.x = x;
  135.     hud.y = y;
  136.     hud.color = color;
  137.     hud.alpha = alpha;
  138.     hud.glowColor = glowColor;
  139.     hud.glowAlpha = glowAlpha;
  140.     hud.sort = sort;
  141.     hud.alpha = alpha;
  142.     return hud;
  143. }
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