Christmas Patriarch

Как сделать свои значки перков ServerPerksV7

Добавляем/заменяем код в SRVeterancyTypes

var    Material    VetStarGreenMaterial;
var    Material    VetStarBlueMaterial;
var    Material    VetStarSilverMaterial;
var    Material    VetStarBirMaterial;
var    Material    VetStarBordMaterial;
var    Material    VetStarPinkMaterial;
var    Material    VetStarYelMaterial;
var() texture OnHUDGreenIcon, OnHUDBlueIcon, OnHUDSilverIcon, OnHUDBirIcon, OnHUDBordIcon, OnHUDPinkIcon, OnHUDYelIcon;
var() localized string CustomLevelInfo;
var() localized array<string> SRLevelEffects; // Added in ver 5.00, dynamic array for level effects.
var() byte NumRequirements;
// ...
static function byte PreDrawPerk( Canvas C, byte Level, out Material PerkIcon, out Material StarIcon )
{
if ( Level>32 )
{
PerkIcon = Default.OnHUDBirIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarBirMaterial;
Level-=32;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>28 )
{
PerkIcon = Default.OnHUDBordIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarBordMaterial;
Level-=28;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>24 )
{
PerkIcon = Default.OnHUDSilverIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarSilverMaterial;
Level-=24;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>20 )
{
PerkIcon = Default.OnHUDGoldIcon;
StarIcon = Class'HUDKillingFloor'.Default.VetStarGoldMaterial;
Level-=20;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>16 )
{
PerkIcon = Default.OnHUDPinkIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarPinkMaterial;
Level-=16;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>12 )
{
PerkIcon = Default.OnHUDBlueIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarBlueMaterial;
Level-=12;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>8 )
{
PerkIcon = Default.OnHUDGreenIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarGreenMaterial;
Level-=8;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else if ( Level>4 )
{
PerkIcon = Default.OnHUDYelIcon;
StarIcon = Class'SRVeterancyTypes'.Default.VetStarYelMaterial;
Level-=4;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
else
{
PerkIcon = Default.OnHUDIcon;
StarIcon = Class'HUDKillingFloor'.Default.VetStarMaterial;
C.SetDrawColor(255, 255, 255, C.DrawColor.A);
}
return Min(Level,5);
}
// ...
defaultproperties
{
VetStarGreenMaterial=Texture'perk.Hud_Perk_Star_Green'
VetStarBlueMaterial=Texture'perk.Hud_Perk_Star_Blue'
VetStarSilverMaterial=Texture'perk.Hud_Perk_Star_Silver'
VetStarBirMaterial=Texture'perk.Hud_Perk_Star_Bir'
VetStarBordMaterial=Texture'perk.Hud_Perk_Star_Bord'
VetStarPinkMaterial=Texture'perk.Hud_Perk_Star_Pink'
VetStarYelMaterial=Texture'perk.Hud_Perk_Star_Yel'
NumRequirements=1
}

Ну и в каждом перке прописываем (пример для берса, для остальных делается аналогично):

defaultproperties
{
PerkIndex=4
OnHUDIcon=Texture'perk.Perk_Berserker'
OnHUDGoldIcon=Texture'perk.Perk_Berserker_Gold'
OnHUDGreenIcon=Texture'perk.Perk_Berserker_Green'
OnHUDBlueIcon=Texture'perk.Perk_Berserker_Blue'
OnHUDSilverIcon=Texture'perk.Perk_Berserker_Silver'
OnHUDBirIcon=Texture'perk.Perk_Berserker_Bir'
OnHUDBordIcon=Texture'perk.Perk_Berserker_Bord'
OnHUDPinkIcon=Texture'perk.Perk_Berserker_Pink'
OnHUDYelIcon=Texture'perk.Perk_Berserker_Yel'
}

Автор: LLIePLLIeHb