- Nov 10, 2017
- 38
- 12
I'm creating a special PASS Time map that takes place on a large oval field surrounded by a deadly moat, acting as the sidelines. I want to have the ball disappear to be launched back into the arena when the carrier falls in. How I figured to do this is have 6 func_passtime_goal triggers overlaying the moat on all sides of the oval, setting them to neutral for 0 points, and having their corresponding spawns be cannons on the walls firing inward. The problem is that these goals screw up the PASS Time HUD. I'll post screenies later. How do I get the HUD to ignore the hazard "goals"?