PDA Starter Kit v1.2

Post your example zscripts/ACS scripts/etc here.
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Deon
Posts: 236
Joined: Thu Oct 08, 2020 10:44 am

Re: PDA Starter Kit v1.2

Post by Deon »

This is fantastic.

I have only one question: is it possible to modify the text of a PDA message from ACS/zscript? I would like to add "notes" as soon as a random quest is generated (it can have random type/amount of enemies to kill). The current note text is static. Is it possible to access/modify custom properties of an actor such as "PDA.text"?
DitheredOutput
Posts: 87
Joined: Tue Nov 12, 2019 5:26 pm

Re: PDA Starter Kit v1.2

Post by DitheredOutput »

Hey, is anyone using this to display mulitple different interfaces?

I'm using it as a PDA (working great), but I thought it would be an easy task to create a second interface (PC terminals). My using would just require a different background and, ideally, a separate content pool, so that collected PDA's don't show in the PC interface.

Is there a consice way to achieve this that I'm missing that isn't duplicating all of the code?

TIA
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Deon
Posts: 236
Joined: Thu Oct 08, 2020 10:44 am

Re: PDA Starter Kit v1.2

Post by Deon »

I came here to say that my previous question doesn't need an answer, I've managed to learn ZForms thanks to this amazing mod, and now I made my own interface which has everything I need.
Spoiler:
@DoomithaView, you can use the existing class just fine, but this one depends on items being in your inventory. You would want to modify it so it checks something else, like ZScript variables.
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WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: PDA Starter Kit v1.2

Post by WARCHILD_89 »

Amazing as always, nash!
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