PLR, the HUD, and forward spawns.

Discussion in 'Mapping Questions & Discussion' started by xzzy, Feb 2, 2010.

  1. xzzy

    aa xzzy

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    I am working to make a payload race with a Badwater style: single round, unlocking forward spawns as the payload nears its destination.

    I have the game working in the technical sense, but there are some niggling quirks that I've been unable to sort out:

    a) The PLR HUD. It seems like the only way to get the HUD working properly is to place a team_control_point_round and list the control points on this entity.

    b) Forward spawns and disabling previous spawns. It appears that placing team_control_point_round short circuits spawn enabling/disabling and any spawn room listed as belonging to that round is treated as an active spawn room.

    So the result on the map is that people will appear in rooms that are supposed to be disabled, despite disabling and enabling spawn rooms when a control point is passed over.

    I see two ways to fix this:

    a) Find some way to get the PLR HUD functioning without the team_control_point_round entity.

    b) Find some way to really, completely disable spawn rooms.

    Does anyone have any advice? I've been experimenting with this for a few days now and keep getting stuck.
     
  2. Pseudo

    Pseudo L6: Sharp Member

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  3. xzzy

    aa xzzy

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    I have referred to the library, and he sets up his PLR example with rounds as well.

    The problem seems to stem from the game not knowing how to draw the PLR hud without having a list of capture points on a team_control_point_round entity.

    I'm just hoping that this is not true, and I've merely missed the detail that lets me correctly create the HUD without rounds.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    What happens to the hud? The thing that normally governs the hud are the Group Indexes on the control points (separates them onto each hud track) and the team setting on the watchers.
     
  5. xzzy

    aa xzzy

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    When I first started having problems, I was getting the red and blue tracks overlaid on top of each other.

    But when I went back to make a screenshot of the problem and deleted the team_control_point_round, compiled, and ran the map.. the hud was rendering properly.

    I'm going to assume that between experiencing problems and deciding that the round entity fixed it, I fixed the actual problem without knowing it.

    doh. :p
     
    Last edited: Feb 2, 2010