An idea for Custom HUDs

Feb 14, 2008
1,051
931
I'm sure people have already considered this, and I'm not sure if it's even possible, but why not use CP HUD icons to create a custom HUD? It appears that there is no gap in between the CP icons when their entire area is filled in, so by making 8 (which I believe is the max number of CPs in a map) custom icons that all fit together to form a larger picture, you could create a rudimentary custom HUD. Furthermore, this could also be customised by creating a different icon for the different team ownership colours (and even possibly locked icons), and then manually changing the owner when an in-game event occurs.

For example, if there were a game with three flags in it, there could be a 3x2 grid of icons, with the top layer providing info on the flag's status (i.e. ! or HOME), and the bottom layer showing the current ownership of that flag by colour.

Is it possible? (Forgive me if it's not :tongue_smilie:)
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
I'm think its possible, you just make an capturearea (with a cap time off 0.1 secs) that fits on the whole lvl, for that 3x2 thing you need to make 6 off them, set them to start disabled, and than go to the flag output, onpickup>enable><thecapareayouwant>
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Yea, but then you don't get the compass. You just know how many flag caps and if its down, and that seems kind of clunky, though possible.
 
Feb 14, 2008
1,051
931
Yes, but how often do you use the arrow on your HUD in 2fort? I've hardly ever had the need.

Furthemore, this could be used for other ideas as well, like, for example, the progress intervals a team is making on doing a certain thing.

And also, two other ideas I'd like to explore are whether the HUD icons have a maximum size and also whether they can be animated.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Yeah the lack of compass will not go down too well, I use it all the time whilst playing ctf maps, its especially usefull because I often pick the wrong route and end up chasing after no one, but when I look at the compass I can pick the right route and see some action :D
 
Feb 14, 2008
1,051
931
Well, you just usually know by instinct where it is if your playing with good players often, because players remember where sentries and stuff is, and usually take the route of least resistance. Plus, because I play a lot with my fellow Control Point members, we voice chat a lot (in my case text chat).

So, anyway, my prediction was wrong, people do use the compass, maybe its just me then.

Anyway, this idea wouldn't be just applicable for CTF Maps, it could be used for example, to display instructions or information about certain entities in the game.