So, how does one actually implement the spell HUD?

Bloodroke

L1: Registered
Jul 30, 2013
29
8
Valve released an update that allows us to use the Halloween spell hud on our custom maps; I was the one who reported it here. However, I don't know how to actually make it work.

Through a logic_auto, I send the HalloweenSetUsingSpells command via OnMapSpawn, however, there is a parameter override field that must be filled with something. What do I actually put in that section to get the Halloween spell hud working?
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
Has anyone else noticed the HalloweenSetUsingSpells call no longer works now since the last update? I hope this is a mistake by valve.
 

stegarootbeer

L2: Junior Member
Jan 15, 2012
78
100
They only work during Halloween and full moons, or if someone uses that item that makes it Halloween on a server.
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
They only work during Halloween and full moons, or if someone uses that item that makes it Halloween on a server.

I thought that was related to the spells that paint items or add effects to items and did not pertain to the spells picked up from the tf_spell_pickup entity. In game you can still pickup the spell as long as the spell book is equipped in the action slot. But it's back to the old way were it doesn't show what spell you have in the hud.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I thought having a spellbook equipped will show the spellhud if there are magic spells on the map?

Though I do know it's possible for maps to grant spells to non-spellbook holders (was on a map last night that gave players just the Bat Outta Hell and default equipment, yet a random bunch of spells announced every while, though no hud)

I figures spellbooks have the huds themselves programmed into them if there are magic spells to collect.
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
I thought having a spellbook equipped will show the spellhud if there are magic spells on the map?

I figures spellbooks have the huds themselves programmed into them if there are magic spells to collect.

It would make complete sense for it to work that way but it doesn't. HalloweenSetUsingSpells must be set to a 1 before the spell hud will show up for the player with a 'spell book' equipped. During the Halloween event you could set this value within the map using an auto_logic entity when onMapSpawned is triggered.

I've been experimenting with the HalloweenSetUsingSpells. it now only works if tf_forced_holiday is set to 2(which is something I don't think you can do with the map but only through a console command with cheats on).

I hope this is something valve overlooked, it makes picking up the spells somewhat less appealing if you don't know what spell your going to cast.
 

Kincyr

L1: Registered
Aug 10, 2011
5
0
I've been experimenting with the HalloweenSetUsingSpells. it now only works if tf_forced_holiday is set to 2(which is something I don't think you can do with the map but only through a console command with cheats on).
use a point_servercommand and have a logic_auto OnMapSpawn send it the Command input with the parameter "tf_forced_holiday 2". sv_cheats isn't necessary.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
It would make complete sense for it to work that way but it doesn't. HalloweenSetUsingSpells must be set to a 1 before the spell hud will show up for the player with a 'spell book' equipped. During the Halloween event you could set this value within the map using an auto_logic entity when onMapSpawned is triggered.

I've been experimenting with the HalloweenSetUsingSpells. it now only works if tf_forced_holiday is set to 2(which is something I don't think you can do with the map but only through a console command with cheats on).

I hope this is something valve overlooked, it makes picking up the spells somewhat less appealing if you don't know what spell your going to cast.

So, if the spellbooks themselves do not hold the data to permit spellcasting and the hud, what exactly are they for? Or do they merely hold the enabling codes for spellcasting in which whats the point in them to begin with if VALVe could of simply enabled spellcasting for Helltower?
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
So, if the spellbooks themselves do not hold the data to permit spellcasting and the hud, what exactly are they for? Or do they merely hold the enabling codes for spellcasting in which whats the point in them to begin with if VALVe could of simply enabled spellcasting for Helltower?

Players are permitted to do spell casting and pick up spells if they have the spellbook equip. It's just they wont see the 'spell hud'(on a custom map) unless HalloweenSetUsingSpells is called to enable it(as well as the force holiday option set). It seems kind of silly to have it this way but that is currently how it works


use a point_servercommand and have a logic_auto OnMapSpawn send it the Command input with the parameter "tf_forced_holiday 2". sv_cheats isn't necessary.

I haven't used this before. I thought this was an entity that people frowned upon when used in a map.

I'll test it out and see how it works.
 

s0da72

L2: Junior Member
Jan 11, 2013
74
32
use a point_servercommand and have a logic_auto OnMapSpawn send it the Command input with the parameter "tf_forced_holiday 2". sv_cheats isn't necessary.

I ran a test on this and it does work. I set the auto_logic to call the point_servercommand first with the command of "tf_forced_holiday 2" then had it call the HalloweenSetUsingSpells against the holiday logic entity, and the spell hud shows up as needed.

One question about using the point_servercommand. Does this affect all maps that are loaded on the server afterward? for example if a new map loads that doesn't want tf_forced_holiday set to 2 does this variable get set back to default when the new map loads in?
 
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Kincyr

L1: Registered
Aug 10, 2011
5
0
I haven't used this before. I thought this was an entity that people frowned upon when used in a map.
I can see why, as it allows the map to set things only the server operator should have access to. I've seen it used to set mp_waitingforplayers_cancel to 1 for testing purposes and idle/trade maps.
One question about using the point_servercommand. Does this affect all maps that are loaded on the server afterward? for example if a new map loads that doesn't want tf_forced_holiday set to 2 does this variable get set back to default when the new map loads in?
I'm not sure. to be safe, you can always have something fire off a Command "tf_forced_holiday 0" when the round is over (be sure to change the OnMapSpawn that forces Halloween Mode to OnMultiNewRound)
 
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TravisTouchdown

L2: Junior Member
Apr 15, 2013
68
5
Ok

I am still having trouble so I will post what I done in hopes that you can tell me what I am doing wrong.

First I set an tf_logic_holiday and set it to Halloween (2)
I have named mine Boo

Then in my logic_auto I make a new output. OnMapSpawn (target entity) boo HalloweenSetUsingSpells with a parameter of 1 with a delay of 0 and the fire only once box not checked.

I start my map and they still don't show up in hud.