Payload hud with a CTF flag pointer?

Aapelikaeki

L3: Member
Feb 24, 2018
148
135
I'm making a payload map where (currently) the attacking team has to steal flags from the defending team to "fuel" their payload.
It would be nice to have both the payload hud and ctf hud pointer on screen at the same time.

I tried to change the tf_gamerules hud setting mid-game but that doesn't work (and I got told on the discord that the hud type variable only gets read when the map is loaded so toggling between a payload and ctf hud doesn't seem to be a possibility.

Any other creative solutions to this problem are appreciated as well.
 

Muddy

Muddy
aa
Sep 5, 2014
2,576
4,593
I don't know if there's any way to get both HUDs working at once due to how hard-coded the game is, but you could try using the hybrid CP/CTF HUD instead (tf_logic_hybrid_ctf_cp).

Use the flag compass on the screen to direct players to the flag, then once the flag's captured, use it to direct players to the cart, and have capture points on-screen to show which cap points have been taken. It won't show exactly how far along the cart is in the map, but the compass will at least direct players towards its location.

You'll likely need custom voice lines set up for this, so hopefully you know how to make soundscripts lol
 
Oct 6, 2008
1,949
446
HUD is based on game type 1,2,3,4 maybe up to 8. Can't remember whish number is which.

Payload will give you a payload, if you change game type HUD will change over to that game type.

One solution is to look at my antimatter map - it has arrows that point to the cart. You could modify it to the arrows point to the flag, when flag picked up you could do a change target to point to the cart - or wouldn't need to as cart would be outlined.

or you can check out this:

https://tf2maps.net/threads/solved-dynamic-signs-to-point-where-payload-is.38657/#post-455498

It's how I finally got it working - credit goes to coding ethan