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it's more or less usable now! all images (except for the ones of moinmoin itself) are still missing. possibly articles are missing as well, haven't checked yet (and the lost downloads are missing, of course)
243 lines
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HTML
243 lines
13 KiB
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<div dir="ltr" id="content" lang="en"><span class="anchor" id="top"></span>
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<span class="anchor" id="line-1"></span><p class="line874">GUI Parms are a special type of gui variable used in many reuseable world GUIs. GUI parms are referenced within the GUI just like any other GUI variable. The difference is that GUI parms are defined in entities within a level. An example of a GUI that uses GUI parms are the numerous elevator and lift GUIs in a Quake 4 level. The floors that the lift moves between are defined in the level with GUI parms. Those parms are then used by the GUI to determine which animations to run or which information to show. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867">
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<h3 id="head-180090a33eeea07b386d1d78b2bf600f4537f7ab">GUI Examples From Quake 4</h3>
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<span class="anchor" id="line-4"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-5"></span>The best way to learn GUI scripting is by example, and there are many GUIs in Quake 4 that can be opened up in the GUI editor or in any text editor and used as references. The following is a list of sample GUIs found in the q4base/GUIs folder and what they demonstrate. <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><ul><li><p class="line891"><strong>q4base/GUIs/movers/strogg/activate_lift.gui</strong> -- This gui is used in many places in Quake 4 as a lift or elevator GUI. It's a great example of the use of GUI parms to make a single GUI useable in many areas of the game. <span class="anchor" id="line-8"></span></li><li><p class="line891"><strong>q4base/GUIs/mphud.gui</strong> -- This is the basic multiplayer HUD (which overlays on top of hud.gui). This demonstrates the use of GUI variables that are sent to the GUI from code. <span class="anchor" id="line-9"></span></li><li><p class="line891"><strong>q4base/GUIs/mainmenu.gui</strong> -- Probably the most complex GUI in the game, the main menu. For mod authors interested in creating a custom menu for your mod, you'll want to look at this one closely and probably use it as a template for your own menu. <span class="anchor" id="line-10"></span></li><li><p class="line891"><strong>q4base/GUIs/maps/hangar/fire_engine.gui</strong> -- This GUI is used in the hangar level as a puzzle element. It's a good example of a simple GUI that performs a simple action but has some animation. Look at the windowDef button and its script to see the use of a GUI Parm as a script name to run in the onAction. This script name is set in the entity/key value pairs within the <a href="./LevelEditor.html">LevelEditor</a>. <span class="anchor" id="line-11"></span></li><li><p class="line891"><strong>q4base/GUIs/maps/process2/rotate8.gui</strong> -- Another puzzle GUI, but more complex. This GUI illustrates the use of GUI parms, the rotate property in transitions, and running scripts. <span class="anchor" id="line-12"></span></li><li><p class="line891"><strong>q4base/GUIs/scoreboard.gui</strong> -- A complex menu GUI that demonstrates using math to dynamically position GUI elements. <span class="anchor" id="line-13"></span></li></ul><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">GUI Parms (last edited 2005-11-07 19:42:04 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
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