I came up with the idea of being able to have a face prompt and text like in ChallengeHUD, except that a different actor would contain the variables for that.
For example, let's say it's a touch trigger with a string and texture and it would somehow call the player HUD function to display said string and texture in the top left corner like ChallengeHUD, referring to this:
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function DrawTalkFace(Canvas Canvas, int i, float YPos)
{
if ( !bHideHUD && !PawnOwner.PlayerReplicationInfo.bIsSpectator )
{
Canvas.DrawColor = WhiteColor;
Canvas.Style = ERenderStyle.STY_Normal;
Canvas.SetPos(FaceAreaOffset + 4*Scale, 4*Scale);
Canvas.DrawTile(FaceTexture, YPos - 1*Scale, YPos - 1*Scale, 0, 0, FaceTexture.USize, FaceTexture.VSize);
Canvas.Style = ERenderStyle.STY_Translucent;
Canvas.DrawColor = FaceColor;
Canvas.SetPos(FaceAreaOffset, 0);
Canvas.DrawTile(texture'LadrStatic.Static_a00', YPos + 7*Scale, YPos + 7*Scale, 0, 0, texture'LadrStatic.Static_a00'.USize, texture'LadrStatic.Static_a00'.VSize);
Canvas.DrawColor = WhiteColor;
}
}
And the related text message code...
I'm having trouble coming up with valid methods to do this without running into things such as the replication info and having to weave through a bunch of different actors. I've come up with a few scripts that sort of led to dead ends one way or another. The problem isn't the HUD function, it's how to call it from another actor.
Basically: does anyone have any suggestions as to how this could be approached in a simpler manner? I'm basically just trying to have a trigger prompt text and texture on the HUD.