Custom in-map scoreboard

TheFragMan

L1: Registered
Jan 9, 2008
33
1
There have been several threads about custom scoring gamemodes, and how to keep track of the score to determine the winner of the match. But my question is, what would be the best way to create an in-map scoreboard to put on the walls that would update when a team scores? I can't think of an easy way, but I figured some of you guys might have tried to do this already.
 
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Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
In Roden's Dom_complex map there is these things on the walls by the cap points that has textures(i think?) that climp up the wall with every point added, and lines to show how far its at. thats all i can think of as to what ive seen done for that sort of thing. Look at that maybe.
 

Deadeye2007

L2: Junior Member
Jan 6, 2008
52
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Only thing I could think of is making a bunch of overlay textures, tying them to a trigger, and "killing" them upon point score, while adding the next one. That would be way too complex.
 

YM

LVL100 YM
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Dec 5, 2007
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You can make textures with multiple frames easily now with the new engine so making a numerical texture 0-9 and then having 3 in a row next to each other with a few logic entities should do the trick
I'd set it up real quick if I knew how to make multi frame textures
 

roninmodern

L3: Member
Feb 5, 2008
124
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That's really interesting.

There was a map in the original UT that was 3 skyscrapers, and inside each one was a ticker that displayed who was leading.
 

TheFragMan

L1: Registered
Jan 9, 2008
33
1
Only thing I could think of is making a bunch of overlay textures, tying them to a trigger, and "killing" them upon point score, while adding the next one. That would be way too complex.

Yeah, that's the first way I thought of too, but like you said, really complex.


You can make textures with multiple frames easily now with the new engine so making a numerical texture 0-9 and then having 3 in a row next to each other with a few logic entities should do the trick
I'd set it up real quick if I knew how to make multi frame textures

That's a pretty good idea. Later tonight when I get home from work I'll try searching the internetz for how to make those. But if you find out how,or if anyone else has some input, let me know.
 

TheFragMan

L1: Registered
Jan 9, 2008
33
1
That's really interesting.

There was a map in the original UT that was 3 skyscrapers, and inside each one was a ticker that displayed who was leading.

Haha, yeah, i remember that map... Back in the good ole days of classic UT DM.
 

PandaN

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Jan 16, 2008
30
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I did it recently by having two sets of all of the 0-9 numbers on a wall with a math_counter & logic auto triggering enable or disable for each number etc.

Mine was a duel map, so I made two triggers that occupied the arena area. When red stopped touching his one (OnEndTouchAll) which was from death, it added to the blue team counter, and vice versa - using a team filter of course. If you're talking about cp's you can make the CP's output when they are capped, or if its ctf the flags themselves have outputs of OnCapture etc as well :)
 

TheFragMan

L1: Registered
Jan 9, 2008
33
1
I did it recently by having two sets of all of the 0-9 numbers on a wall with a math_counter & logic auto triggering enable or disable for each number etc.

So, were the numbers overlays?

Also, even though I've gotten it to do what I want before, the math_counter still confuses me. How exactly did you set it up?