custom game type help

adamspurgin

L1: Registered
Mar 22, 2010
42
1
ok, so i'm working on a colesium type map. there are several small arenas in which the players fight and complete objectives. there are 5 different game modes, (ctf, koth, soccer, dm, plr). completing objectives and killing enemies gains your team points. a team wins after obtaining a certain number of points.

now, i am having problems finding a way to actually display said points. i want to do a payload race HUD, but i have no idea how to set that up. is there a way i can specify the position on the track by sending an output from a counter?
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You would have to actually use func_tracktrains hidden somewhere and manually tell them to move forward. The best way would probably be to have all the path_track disabled, and each time someone scores, enable the next path and tell the train to move forward.
 

adamspurgin

L1: Registered
Mar 22, 2010
42
1
ok, i got the train to move the way i want it to, but i can't seem to get the HUD to appear. i'm new at this so it's probably something pretty obvious, but i can't figure it out.
 

adamspurgin

L1: Registered
Mar 22, 2010
42
1
does anyone know how to get the HUD to show? i have the watchers and the tf_logic_multiple_escort thing, what else do i need?

i tried figuring it out from the ABS prefab pack, but there's just too much there for me to be able to pick anything out.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
You'll need two CPs, with unique Group Indexes, one for each track on the hud. Link them in the watchers to the first CP (and set the path_track for it to the last one).