Mapping question

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Dog
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Mapping question

Post by Dog » Sun Jun 29, 2008 4:55 pm

For the cube soccer plugin, I need to remove the players HUD with the control point icons, or in the case of a ctf map, the direction finder for teamflags....

What entity or entities contain the information on the player's HUD for either cp_ or ctf_ style of play?
Anyone any ideas?
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Post by BlackHawk » Mon Jun 30, 2008 12:00 pm

I know it is set with the team_control_point_master for cp maps, but not sure if that will completely get rid of them or just make them all on top of each other
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l3eeron
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Post by l3eeron » Mon Jun 30, 2008 1:08 pm

Well, it goes something like this:

If you're running a ctf map you place an item_teamflag, which automatically induces the flag finders. Still uses team_control_point_master to end the round according to your settings.

Maybe you could send a kill command to the intel? You'd have to know the exact name of the intel. Then you would have to send a command to the server (assuming with sv_cheats 1) to kill the part of the HUD you don't want.


Same thing for the capture points, you'd need to disable the capture zone (a trigger field), then kill the HUD - server side.

I know you can (per client) use "cl_drawhud 0" there must be a way to do the same thing server side.


...I'm lookin for more acuurate info.

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Post by l3eeron » Mon Jun 30, 2008 3:10 pm

Thinking aloud here...

If you can place entities without recompiling the map:

Place a trigger field over entire map (or just spawn rooms actually) that fires to point_servercommand with parameter of "sv_cheats" value "1" on starttouch.

you might be able to place a point_clientcommand to send a command to !activator, with parameter of "cl_drawhud" value of "0" on starttouch.


Then reverse the sv_cheats after delay of 1 second....

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Post by BlackHawk » Mon Jun 30, 2008 3:12 pm

But if you get rid of the HUD what about Ammo and Health status?
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Post by l3eeron » Mon Jun 30, 2008 3:50 pm

True....

You might have to create a whole new HUD and DL it to each person, along with adding it to the whitelist etc....


From what I understand, you create a vector based image. I have no idea how to. But I'm sure there's a tut. on it somehow.

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Post by Dog » Mon Jun 30, 2008 4:31 pm

With the ctf maps, I added a team_point_control_master as a new edict. So it can now receive parameters such as "SetWinner".

Even if you disable/kill the team_control_points or the trigger_capture_areas, the HUD icons still remain. It's not a big issue as I have created my own pseudo display using game_text entities....not a brilliant or as professional looking method compared to overlays but it will do.

BTW, I have created some spectacular server crashes on my end, as I accidentally deleted "world" (edict #0) hehe!
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