Invisible flags in HUD


greenhorn
11-23-2003, 07:14 PM
http://www.angelfire.com/weird2/greenhorn/invisflags.jpg

working on a project with 6 flags, all 2 man cap areas
the first 3 form one "groupname" , the next 3 form the other "groupname"
all seems to work, but as the picture shows, the last 3 flags are invisible on the hud???
i have set them to various icons, and they are even in the right order

any ideas....

TheNomad
11-24-2003, 03:54 AM
yea, i had this problem with one of my maps, ill post a fix when i get home.

redfalcon
11-24-2003, 10:46 AM
solution:

my guess is you accidentaly checked the hide control point flag.

wow i opened up hammer...good times. can't wait for hl2 to really get back into mapping.

Mythic_Kruger
11-24-2003, 11:16 AM
You can't have 2 group names displayed at the same time :) .
Put all the control_points in the same group (note you can let the group name blank), just check the indexes are allright all together.

Try to post in the "Questions and Tutorial" forum next time (it's a sub forum of the mapping forum) thanks!

greenhorn
11-24-2003, 06:17 PM
i need to have them as two groups, as the first set, when all held by the allies, opens up the second half of the map, and moves the axis spawns, etc
so how would i go about making the first set disappear and show the 2nd?
preferably without a round restart like it was in overlord

note: i've never noticed that questions forum b4, thx i will use it from now on

FuzzDad
11-24-2003, 07:24 PM
You're going to have to be creative. You're going to have to name them all the same group...but you can use counters to account for the first three flags and then, after the counter condition has been met fire something (like a multi-manager) that opens up the second part of your map and activates the secondary spawn positions...you can also have those flags greyed out by placing them in nuetral hands at the start...then retarget them to allies/axis as need be later on in the round and use another counter to count those three flags to your eventual win condition (have the counter...once it hits three...to fire off your allies_win or axis_wind scoring entity. You can always have a hidden flag somewhere that nobody can cap...I use one in dod_glider...it's set to the allies side so at the start there are 5 axis red flags and one allied green flag...I just don;t show it on the hud.

I'm not sure how you can re-spawn everyone at one time for the second part of the map...like they do in Dustbowl for TFC...i've never tried a changelevel command or whatever you'd need to do so

greenhorn
11-24-2003, 09:48 PM
i'm using some of those ideas already, like the hidden flag, but i've never messed with the counters, i will play around with them.

thx for the input all

FuzzDad
11-24-2003, 10:04 PM
Also...make sure you reset the counters at the completion of the map back to zero....counters are great things to use for conditional events...for glider i use a counter to count the number of blown panels on the radar...when the counter hits four I fire the cap.

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