[Prefab] Pickup Timer

[Prefab] Pickup Timer V2

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Pickup's Timer - Pickups with a timer below

Model Based
(Kodus to Zeus3005)

8U3EKXy.gif


Includes:
Small Ammo pack
Medium Ammo pack
Full Ammo pack
Small Health Kit pack
Medium Health Kit pack
Full Health Kit pack

Feel free to use it as you want

Made by me​
 
Last edited:
May 24, 2018
103
103
Very interesting! I wonder if this would make the map stand out too much from other maps, since you can now tell how long ago that sneaky spy was here, refilling his cloak meter. It looks kinda ugly, but I assume it was left simple so the mapmaker could tailor it to their map's aesthetic. I'll give it a whirl in a map once I begin detailing it. Thanks!
 

Tumby

aa
May 12, 2013
1,084
1,192
The logic_timer isn't of any use. It's simply an output with a 10 second delay.
The env_cubemap is pointless.
Overall it's a lot of entities for a small thing. If it was a prop_dynamic with 9 skins it would be a lot better but right now it's just destroying the edict limit for anybody trying to use it.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
The logic_timer isn't of any use. It's simply an output with a 10 second delay.
The env_cubemap is pointless.
Overall it's a lot of entities for a small thing. If it was a prop_dynamic with 9 skins it would be a lot better but right now it's just destroying the edict limit for anybody trying to use it.

I'll consider your feedback for future versions... :D
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
The logic_timer isn't of any use. It's simply an output with a 10 second delay.
The env_cubemap is pointless.
Overall it's a lot of entities for a small thing. If it was a prop_dynamic with 9 skins it would be a lot better but right now it's just destroying the edict limit for anybody trying to use it.
actually just one skin with a decent proxy could achieve the same effect with a much smoother animation.
 

Tumby

aa
May 12, 2013
1,084
1,192
actually just one skin with a decent proxy could achieve the same effect with a much smoother animation.
I know you can use I/O to switch between frames in an animated texture but how do you do anything else? Are there I/O commands to change parameters?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
I know you can use I/O to switch between frames in an animated texture but how do you do anything else? Are there I/O commands to change parameters?
so basically, you'd have a proxy material where the "loading bar" fills and stays filled, you'd have the progress rate match the time it takes for the pickup to respawn and that's fairly straightforward. But, if left alone, the proxy will animate based on a global timer from the start of the match, which is not really what we're looking to do.
To be able to interact with the material and reset its progress, you'd need something like this https://developer.valvesoftware.com/wiki/Material_modify_control
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
How would that deal with different pickups in the map all with their own progress?