VoodooChild
02-05-2004, 03:00 PM
Is it possible to add a 4th obj_icon_custom sprite to the fgd to allow it?
Right now your only allowed 3 custom sprites for your capture/flag points, which makes me wonder why, considering the CHURCH sprite is fairly common and should be on the list of official ones (radio, jeep, bridge, etc) and they could easily have made it 6 to be on the safe side.
These sprites Im talking about are in the dod/sprites/obj_icons folder
Is there a way to mod this in the Fgd??? I couldnt find anything on obj_sprites in the file. Btw the fields im talking about are in the dod_area entity
Voodoo
heres the dod_area fgd lines: Note the "sprite to show on hud' line.
@SolidClass base(Targetname,Target,MoveWith,Master) = dod_capture_area : "Capture Area"
[
area_allies_cancap(choices) : "Can Allies Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_axis_cancap(choices) : "Can Axis Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_allies_numcap(integer) : "Number of Allies to cap" : 1
area_axis_numcap(integer) : "Number of Axis to cap" : 1
area_time_to_cap(integer) : "Time to cap (sec)" : 5
area_allies_startcap(string) : "Target when allies start capture" : ""
area_allies_breakcap(string) : "Target when allies cap is broken" : ""
area_allies_endcap(string) : "Target when allies complete capture" : ""
area_axis_startcap(string) : "Target when axis start capture" : ""
area_axis_breakcap(string) : "Target when axis cap is broken" : ""
area_axis_endcap(string) : "Target when axis complete capture" : ""
area_hud_sprite(sprite) : "Sprite to show on HUD" : ""
area_object_group(string) : "Requires Object from this group:" : ""
]
Right now your only allowed 3 custom sprites for your capture/flag points, which makes me wonder why, considering the CHURCH sprite is fairly common and should be on the list of official ones (radio, jeep, bridge, etc) and they could easily have made it 6 to be on the safe side.
These sprites Im talking about are in the dod/sprites/obj_icons folder
Is there a way to mod this in the Fgd??? I couldnt find anything on obj_sprites in the file. Btw the fields im talking about are in the dod_area entity
Voodoo
heres the dod_area fgd lines: Note the "sprite to show on hud' line.
@SolidClass base(Targetname,Target,MoveWith,Master) = dod_capture_area : "Capture Area"
[
area_allies_cancap(choices) : "Can Allies Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_axis_cancap(choices) : "Can Axis Cap?" : 1 =
[
1 : "Yes"
0 : "No"
]
area_allies_numcap(integer) : "Number of Allies to cap" : 1
area_axis_numcap(integer) : "Number of Axis to cap" : 1
area_time_to_cap(integer) : "Time to cap (sec)" : 5
area_allies_startcap(string) : "Target when allies start capture" : ""
area_allies_breakcap(string) : "Target when allies cap is broken" : ""
area_allies_endcap(string) : "Target when allies complete capture" : ""
area_axis_startcap(string) : "Target when axis start capture" : ""
area_axis_breakcap(string) : "Target when axis cap is broken" : ""
area_axis_endcap(string) : "Target when axis complete capture" : ""
area_hud_sprite(sprite) : "Sprite to show on HUD" : ""
area_object_group(string) : "Requires Object from this group:" : ""
]