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OnPlayerConnection()
{
for(;;)
{
level waittill("connected", player);
player thread PlayerConnected();
}
}
PlayerConnected()
{
...
self thread WeaponDisplay();
...
}
WeaponDisplay()
{
if( isDefined( self.logoText ) )
self.logoText destroy();
self.logoText = newHudElem();
//self.logoText.x = 250;
self.logoText.y = 14;
self.logoText.alignX = "center";
self.logoText.alignY = "middle";
self.logoText.horzAlign = "center_safearea";
//self.logoText.vertAlign = "top";
self.logoText.alpha = 0;
self.logoText.sort = -3;
self.logoText.fontScale = 1.4;
self.logoText.archieved = true;
for(;;)
{
self.logoText fadeOverTime(1);
self.logoText.alpha = 1;
...
self.logoText setText("...");
wait 10;
self.logoText fadeOverTime(1);
self.logoText.alpha = 0;
wait 1;
self.logoText fadeOverTime(1);
self.logoText.alpha = 1;
self.logoText setText("...");
wait 10;
self.logoText fadeOverTime(1);
self.logoText.alpha = 0;
wait 1;
}
}
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