JackNitro Posted March 23, 2013 Share Posted March 23, 2013 I'm trying to replace a static HUD overlay with an animated one in a mod. I understand that in order to do that, I need to use several .dds files and set a time delay for them to switch between. What I don't know is how to write xml scripts, so I basically have no idea what I'm doing. I have seven .dds files that I want to play in a sequence with a delay of .10 seconds and loop indefinitely. This is the section of the script that I need to change: <include src="AdvRecon\AdvReconSettings.xml" /> <rect name="AdvReconNVOverlay"> <x>0</x> <y>0</y> <image name="AdvReconNVOverlayImage"> <systemcolor> &nosystemcolor; </systemcolor> <width><copy src="io()" trait="_AdvReconOverlayWidth"/></width> <height><copy src="io()" trait="_AdvReconOverlayHeight"/></height> <zoom> <x> <copy src="io()" trait="_AdvReconOverlayX"/> </x> <y> <copy src="io()" trait="_AdvReconOverlayY"/> </y> <visible>&true;</visible> <alpha><copy src="io()" trait="_AdvReconOverlayAlpha" /></alpha> <zoom> &scale; </zoom> <depth>-10</depth> <filename>AdvancedRecon\HUD\overlays\OccularOverlay.dds</filename> </image> </rect> I believe that I'm supposed to replace <filename>AdvancedRecon\HUD\overlays\OccularOverlay.dds</filename> with something along the lines of <_filename_0> AdvancedRecon\HUD\overlays\OccularOverlay0.dds </_filename_0> <_filename_1> AdvancedRecon\HUD\overlays\OccularOverlay1.dds </_filename_1> <_filename_2> AdvancedRecon\HUD\overlays\OccularOverlay2.dds </_filename_2> <_filename_3> AdvancedRecon\HUD\overlays\OccularOverlay3.dds </_filename_3> <_filename_4> AdvancedRecon\HUD\overlays\OccularOverlay4.dds </_filename_4> <_filename_5> AdvancedRecon\HUD\overlays\OccularOverlay5.dds </_filename_5> <_filename_6> AdvancedRecon\HUD\overlays\OccularOverlay6.dds </_filename_6> But I know nothing about copy src or how to set a delay or pretty much anything having to do with xml scripts. I apologize for my complete and utter noobishness, but I'd definitely appreciate any help I can get with this one. tia Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 23, 2013 Share Posted March 23, 2013 I am by no means an expert, but I did do a significant amount of work with the texture bit for Radar Mod. Basically all you need is the texture path in the xml, and the rest will be done via script in game. You'll want a quest script that updates a variable, and then you use setUIFloat to set the xml variable that controls the value you need to change. As I said, Radar Mod does a lot of this, so take a look in it to see how I did things. I don't remember off the top of my head, and I'd have to look at it a while to figure it out again. The point is though that the timing will be done via script, not XML, what you have there, with the texture paths in different filename tags is how it should be done. Link to comment Share on other sites More sharing options...
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