I'm trying to make a trigger to where when you walk through it it gives one team extra points, but the outputs won't let me specify how much extra points to give. Is there a way to do this?
Inputs:This is probably really obvious but how do I set an input onto an entity? I know that by setting an output from another entity targetting the entity in question, it will recieve an input, but how do I set an output onto that entity specifically as it says in the guide?
SetCountdownTimer <integer> Set the countdown time and start the timer.
SetCountdownImage <string> Set the countdown image.
SetFlagResetDelay <integer> Set the length of time (in seconds) before a dropped flag resets.
SetPointsOnPlayerDeath <integer> Set number of points per flag dropped upon player death.
Thank you! Now I instead have another problem lol.you can give the Entity tf_logic_player_destruction an input SetCountdownImage/Timer.
example in button
OnPress
the_Name
SetCountdownImage
MaterialLocationName
delay 5
tip: its not possible to add SetCountdownTimer/Image and OnCountdownTimerExpires when you haven't placed the tf_logic_player_destruction entity
edit: im sorry if you didnt mean this. i hope this should solve your problems.
you mean the display doesnt show when map start or what? you can simply activate something by adding output "onmapspawn" in logic_auto.Thank you! Now I instead have another problem lol.
To put it simply, the map doesn't start when the map starts. I have a logic_timer that is supposed to cause a countdown to diplay and the point to close at the start of the map, all before turning on later. And it definetly does that, but the logic_timer for some reason won't even fire until waaaaaay later. As in, the countdown showing up, the point closing, this doesn't happen until well into the round.
i have a question. its there another way to load .res file with coulddownimage/time without player destruction entity?
or its possible to disable flag droping from player?
Set by a logic_auto OnMapSpawn.SetPointsOnPlayerDeath <integer> Set number of points per flag dropped upon player death.
How do I make players score points faster while in the capture zone instead of 1 per second?
You can add KeyValue capture_delay to the capturezone, and set it to how many seconds you want.
Dunno why that's missing from the FGD..
Where do I put these custom files so that they'll be seen and read?In your ExampleHUD.res file you can edit anything at all and it will show up in your map. You can change all the icons with custom packaged icons, you can disable any element, you can change the background color of any element, etc.
Where do I put these custom files so that they'll be seen and read?
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\resource\ui\
You also need to pack the HUD file into the map for it to appear in-game, simply having it in your game assets will not work.Where do I put these custom files so that they'll be seen and read?
How do I go about this?You also need to pack the HUD file into the map for it to appear in-game, simply having it in your game assets will not work.
Thanks! I use CompilePal so that's a relief.The process is pretty similar to packing any other type of custom asset, just download packing software and use that on your map. Although most packing software has features to automatically detect assets that need packing, not all of them support packing PD HUDs automatically. CompilePal will automatically detect the RES file and pack it (if specified correctly in your PD logic), while other software such as VIDE will require you to manually add the RES file to pack.