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New custom HUD Messages (CS:GO)


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_GamerX
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Join Date: Jun 2011
Location: Fun Server
Old 03-20-2017 , 06:26   New custom HUD Messages (CS:GO)
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PHP Code:
stock void hud_message(int clientchar[] channelchar[] colorchar[] color2char[] effectchar[] fadeinchar[] fadeoutchar[] fxtimechar[] holdtimechar[] messagechar[] spawnflagschar[] xchar[] y)
{
    
int ent CreateEntityByName("game_text");
    
DispatchKeyValue(ent"channel"channel);
    
DispatchKeyValue(ent"color"color);
    
DispatchKeyValue(ent"color2"color2);
    
DispatchKeyValue(ent"effect"effect);
    
DispatchKeyValue(ent"fadein"fadein);
    
DispatchKeyValue(ent"fadeout"fadeout);
    
DispatchKeyValue(ent"fxtime"fxtime);         
    
DispatchKeyValue(ent"holdtime"holdtime);
    
DispatchKeyValue(ent"message"message);
    
DispatchKeyValue(ent"spawnflags"spawnflags); //1 = show for all players
    
DispatchKeyValue(ent"x"x);
    
DispatchKeyValue(ent"y"y);         
    
DispatchSpawn(ent);
    
SetVariantString("!activator");
    
AcceptEntityInput(ent"display"client);
    
DispatchKeyValue(ent"OnUser1""!self,Kill,,%s,-1"holdtime);
    
AcceptEntityInput(ent"FireUser1");

https://developer.valvesoftware.com/wiki/Game_text
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Last edited by _GamerX; 04-24-2017 at 13:46.
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DeagLe.Studio
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Join Date: Jun 2012
Location: Home, sweet home!
Old 03-20-2017 , 06:30   Re: New custom HUD Messages (CS:GO)
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I think waiting for a new Sourcemod patch to add support is the best thing to do now.
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psychonic

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Join Date: May 2008
Old 03-20-2017 , 07:29   Re: New custom HUD Messages (CS:GO)
Reply With Quote #3

The HudText/HudSynchronizer natives work in CS:GO now.
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DeagLe.Studio
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Old 03-20-2017 , 08:00   Re: New custom HUD Messages (CS:GO)
Reply With Quote #4

Quote:
Originally Posted by psychonic View Post
The HudText/HudSynchronizer natives work in CS:GO now.
This is truly amazing! Thanks for the addition

EDIT: This code doesnt seem to work :/
Code:
SetHudTextParams(0.05, 0.45, 5.0, 255, 0, 0, 200, 0, 0.25, 1.0, 1.0);
ShowSyncHudText(client, g_Hud, "TEST TEST TEST");
Tried the same thing with ShowHudText instead and it doesnt work.

Last edited by DeagLe.Studio; 03-20-2017 at 18:31.
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psychonic

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Old 03-20-2017 , 18:44   Re: New custom HUD Messages (CS:GO)
Reply With Quote #5

Quote:
Originally Posted by DeagLe.Studio View Post
This is truly amazing! Thanks for the addition

EDIT: This code doesnt seem to work :/
Code:
SetHudTextParams(0.05, 0.45, 5.0, 255, 0, 0, 200, 0, 0.25, 1.0, 1.0);
ShowSyncHudText(client, g_Hud, "TEST TEST TEST");
Tried the same thing with ShowHudText instead and it doesnt work.
Do you have the latest gamedata?
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Mitchell
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Join Date: Mar 2010
Location: noitacoL:
Old 03-20-2017 , 19:15   Re: New custom HUD Messages (CS:GO)
Reply With Quote #6

This is a misleading title, it's not new, just you couldn't use it before since the client files were not properly setup. Just like it was in CS:S, which was fixed in both games now.
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Old 03-21-2017 , 01:22   Re: New custom HUD Messages (CS:GO)
Reply With Quote #7

Quote:
Originally Posted by psychonic View Post
Do you have the latest gamedata?
Yes, and I tried using the build-6066 from the Dev Builds too.
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kossolax
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Join Date: Jan 2008
Location: Belgium
Old 03-21-2017 , 02:16   Re: New custom HUD Messages (CS:GO)
Reply With Quote #8

It's my fault. It should be "game" instead of "engine": https://github.com/alliedmodders/sourcemod/pull/598
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Old 03-21-2017 , 02:23   Re: New custom HUD Messages (CS:GO)
Reply With Quote #9

Quote:
Originally Posted by kossolax View Post
It's my fault. It should be "game" instead of "engine": https://github.com/alliedmodders/sourcemod/pull/598
Yeah, I was trying to change it to game but I couldnt because I guess sourcemod instantly change it back to "engine" after startup
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psychonic

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Old 03-21-2017 , 07:33   Re: New custom HUD Messages (CS:GO)
Reply With Quote #10

Quote:
Originally Posted by kossolax View Post
It's my fault. It should be "game" instead of "engine": https://github.com/alliedmodders/sourcemod/pull/598
That wouldn't cause it not to work since CS:GO matches either of those. If the natives still don't work with the gamedata as-is, it could be an issue with our implementation.
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