Pluggy HUD functions simple tutorial

Post » Thu Jan 06, 2011 6:13 pm

Hello, I was playing with Pluggy functions to create some huds, but I can't make them appear on screen (I tried Kuertees and they appear correctly). How can I do a (very) basic script, without using tons of variables or batch scripts (like Kuertee's) to make something appear on the screen? I just created a spell with a script effect attached to it, player casts it on self and the script runs. I want that script controlling my new bar. Do new bars work only by using a quest script and GetGameLoaded check? I wrote some of the Pluggy hud functions copying/pasting from Kuertee's but it doesn't work. Is there maybe a well explained tutorial on how to use Pluggy HUD functions? It doesn't seem too difficult according to what I've read from the functions description at the TESCSwiki, but they explains just what single functions do, not how to combine them. This is my little script:

ScriptName TESThudshort doOncestring_var labelstring_var pathstring_var imagelong myHudlong pHUDFontBegin GameMode	if ( doOnce == 0 )		set pHUDfont to sv_Construct "DarN Kingthings Petrock 14"				set path to sv_Construct "Textures\kuerteeCustomisableHUDComponents\"		set label to sv_construct "My label:"		set image to sv_Construct "%zcontainer.png" path		set myHud to NewHudT 200 200 ;posX, posY		SetHudT myhud label pHUDFont 1 15 0 0 0 255 255 255 1		HudS_Opac myhud 100 0 0		set doOnce to 1	else		;??	endifEnd


But I suspect something is missing. I haven't displayed the image yet, I just wanted to see if text only appears.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Return to IV - Oblivion