Help With Making a Checkpoint and Timer Ent System

Discussion in 'Mapping Questions & Discussion' started by drwhooo, Mar 4, 2012.

  1. drwhooo

    drwhooo L1: Registered

    Positive Ratings:
    Hi Im fairly new to mapping. Ive mainly made skill based maps (jump/bhop etc)

    What I would like to do is create a start/stop and checkpoint ent system in the map with a physical or HUD timer. What would be the best way to go about this? Are there any examples that I would be able to work off of?

    Also is there some way to make things outlined and seen through walls? (like how the intel is seen through the walls) This would be nice to use on outlining checkpoints to show where the person needs to go next.

    Thanks much.
  2. henke37

    aa henke37

    Positive Ratings:
    There is the ABS mapping pack, it includes premade entity setups for all game modes. But I recommend just reading the Valve developer wiki. All the entities are documented there.

    As for the outlining, that is shader magic and I do not believe that it is possible to set using hammer. Possibly with a custom material, but that is a longshot.
  3. bob+M|M+

    bob+M|M+ L6: Sharp Member

    Positive Ratings:
    Hey dr whooo! Both of the things you want to do are best done through the server/mod/coding rather than mapping. Crank from the Jump IT server would know how to do the start/stop system since its already on the jump IT server. As for making things outlined through walls, there's probably a few gimmicky methods using Hammer. You could change the intel/payload to a different model to change the shape outline, or you could use a material with HUD-like properties which you can see through walls. But this is just at a basic level, and probably won't work for a dynamic checkpoint-to-checkpoint multiplayer setting.