custom game type help

Discussion in 'Mapping Questions & Discussion' started by adamspurgin, Mar 22, 2010.

  1. adamspurgin

    adamspurgin L1: Registered

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    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?
     
    Last edited: Mar 22, 2010
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
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  3. adamspurgin

    adamspurgin L1: Registered

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    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.
     
  4. adamspurgin

    adamspurgin L1: Registered

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    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.
     
  5. megawac

    megawac L4: Comfortable Member

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  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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).