It looks neat, for starter at least. Not that I fancy guns in medieval-settings of Oblvion, though, but it certainly show what's "possible" to do with the game. :gun:
short tempshortlong tempstringlong textureformatshort radarsetuplong radarimagefilepathlong radarimagefloat dopplerstatefloat dopplerintervaltimer if radarsetup == 0 ;sets up the starter frame set radaroffsetX to 30 ;sets up the x offset of the radar image assuming a width of 1024 set radaroffsetY to -100 ;sets up the Y offset of the radar image assuming a height of 768 set radarsetup to 1 ;tells it to only do this once every time something happens set dopplerintervaltimer to 3 ;interval between sweeps set tempstring to createstring -1 "none";string used for storing integer set radarimagefilepath to createstring -1 "Textures\HaloHud\Misc\Radar\0.dds";location of the first frame in the animation set textureformat to createstring -1 ".dds";texture format of the images set radarimage to NewHudS radarimagefilepath 1 31 radaroffsetX radaroffsetY 400 resolutionscaleY 100 9 0;creates the hud image endif if dopplerintervaltimer <= 0 set dopplerstate to dopplerstate + (30 * getsecondspassed);the higher the multiplier (30) is the faster the image will play set tempshort to dopplerstate ;converts the float into a short so it can be used to tell which texture to change to if tempshort >= 22 ;stopping at 22 means its gone through 21 frames, or about .7 seconds set tempshort to 0 set dopplerstate to 0 set dopplerintervaltimer to 3 endif setstring radarimagefilepath "Textures\HaloHud\Misc\Radar\" ;sets the base filepath of the radar image inttostring tempstring tempshort ;converts the integer of which image to use next into a string stringcat radarimagefilepath tempstring textureformat ;connects all the strings together into a usable filepath huds_tex radarimage radarimagefilepath 1 0 ;changes the texture of the radar to the new one elseif dopplerintervaltimer > 0 set dopplerintervaltimer to dopplerintervaltimer - getsecondspassed else endif