Player Destruction Guide

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
I'm trying to make a trigger to where when you walk through it it gives one team extra points, but the outputs won't let me specify how much extra points to give. Is there a way to do this?
 

r0nii

L4: Comfortable Member
Mar 16, 2019
181
28
Question i teleported bread.

ok sorry that was a joke. my real question is how to pack it? I will try to make Hud but i don't know how to make it work on my map.

my cousin made one for me and he said to put it into custom folder but is bit broken and the hud work anywhere on ctf modes. He isnt very good at it and doesnt have so much interests in my map. and also im not sure if the hud work different if is in custom file.
 

r0nii

L4: Comfortable Member
Mar 16, 2019
181
28
question. i tried to add the hud with setcountdownimage & setcountdowntimer in logic_relay to tf_logic_player_destruction but when i started the map and when i triggered the logic_relay then the hud wasn't working. someone know why?
 

TylowStar

L2: Junior Member
Oct 18, 2018
59
13
Inputs:
SetCountdownTimer <integer> Set the countdown time and start the timer.
SetCountdownImage <string> Set the countdown image.
SetFlagResetDelay <integer> Set the length of time (in seconds) before a dropped flag resets.
SetPointsOnPlayerDeath <integer> Set number of points per flag dropped upon player death.
This is probably really obvious but how do I set an input onto an entity? I know that by setting an output from another entity targetting the entity in question, it will recieve an input, but how do I set an output onto that entity specifically as it says in the guide?
 

r0nii

L4: Comfortable Member
Mar 16, 2019
181
28
Inputs:
SetCountdownTimer <integer> Set the countdown time and start the timer.
SetCountdownImage <string> Set the countdown image.
SetFlagResetDelay <integer> Set the length of time (in seconds) before a dropped flag resets.
SetPointsOnPlayerDeath <integer> Set number of points per flag dropped upon player death.
This is probably really obvious but how do I set an input onto an entity? I know that by setting an output from another entity targetting the entity in question, it will recieve an input, but how do I set an output onto that entity specifically as it says in the guide?

you can give the Entity tf_logic_player_destruction an input SetCountdownImage/Timer.
example in button
OnPress
the_Name
SetCountdownImage
MaterialLocationName
delay 5

tip: its not possible to add SetCountdownTimer/Image and OnCountdownTimerExpires when you haven't placed the tf_logic_player_destruction entity

edit: im sorry if you didnt mean this. i hope this should solve your problems.
 

TylowStar

L2: Junior Member
Oct 18, 2018
59
13
you can give the Entity tf_logic_player_destruction an input SetCountdownImage/Timer.
example in button
OnPress
the_Name
SetCountdownImage
MaterialLocationName
delay 5

tip: its not possible to add SetCountdownTimer/Image and OnCountdownTimerExpires when you haven't placed the tf_logic_player_destruction entity

edit: im sorry if you didnt mean this. i hope this should solve your problems.
Thank you! Now I instead have another problem lol.
To put it simply, the map doesn't start when the map starts. I have a logic_timer that is supposed to cause a countdown to diplay and the point to close at the start of the map, all before turning on later. And it definetly does that, but the logic_timer for some reason won't even fire until waaaaaay later. As in, the countdown showing up, the point closing, this doesn't happen until well into the round.
 

r0nii

L4: Comfortable Member
Mar 16, 2019
181
28
Thank you! Now I instead have another problem lol.
To put it simply, the map doesn't start when the map starts. I have a logic_timer that is supposed to cause a countdown to diplay and the point to close at the start of the map, all before turning on later. And it definetly does that, but the logic_timer for some reason won't even fire until waaaaaay later. As in, the countdown showing up, the point closing, this doesn't happen until well into the round.
you mean the display doesnt show when map start or what? you can simply activate something by adding output "onmapspawn" in logic_auto.
and also when timer doesnt work then make sure you have correct selected. don't forget .res at the end or its won't work.
 

r0nii

L4: Comfortable Member
Mar 16, 2019
181
28
i have a question. its there another way to load .res file with coulddownimage/time without player destruction entity?
or its possible to disable flag droping from player?
 

Egan

aa
Feb 14, 2010
1,378
1,724
i have a question. its there another way to load .res file with coulddownimage/time without player destruction entity?
or its possible to disable flag droping from player?

You can disable the flag drops from players by hitting the tf_logic_player_destruction with this input of 0:
SetPointsOnPlayerDeath <integer> Set number of points per flag dropped upon player death.
Set by a logic_auto OnMapSpawn.


On the countdownimage/time, I'd wager a guess the pd logic entity is the only thing that initializes those hud elements showing up on the hud.
 

Spanospy

L1: Registered
Oct 20, 2019
4
4
How do I make players score points faster while in the capture zone instead of 1 per second?

You can add KeyValue capture_delay to the capturezone, and set it to how many seconds you want.

Dunno why that's missing from the FGD..
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198
You can add KeyValue capture_delay to the capturezone, and set it to how many seconds you want.

Dunno why that's missing from the FGD..
chrome_MPVPK64utn.png

chrome_t8swdJbDNo.png


bad news
 

TylowStar

L2: Junior Member
Oct 18, 2018
59
13
In your ExampleHUD.res file you can edit anything at all and it will show up in your map. You can change all the icons with custom packaged icons, you can disable any element, you can change the background color of any element, etc.
Where do I put these custom files so that they'll be seen and read?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Where do I put these custom files so that they'll be seen and read?
You also need to pack the HUD file into the map for it to appear in-game, simply having it in your game assets will not work.
 

TylowStar

L2: Junior Member
Oct 18, 2018
59
13
You also need to pack the HUD file into the map for it to appear in-game, simply having it in your game assets will not work.
How do I go about this?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The process is pretty similar to packing any other type of custom asset, just download packing software and use that on your map. Although most packing software has features to automatically detect assets that need packing, not all of them support packing PD HUDs automatically. CompilePal will automatically detect the RES file and pack it (if specified correctly in your PD logic), while other software such as VIDE will require you to manually add the RES file to pack.
 

TylowStar

L2: Junior Member
Oct 18, 2018
59
13
The process is pretty similar to packing any other type of custom asset, just download packing software and use that on your map. Although most packing software has features to automatically detect assets that need packing, not all of them support packing PD HUDs automatically. CompilePal will automatically detect the RES file and pack it (if specified correctly in your PD logic), while other software such as VIDE will require you to manually add the RES file to pack.
Thanks! I use CompilePal so that's a relief.