For the cube soccer plugin, I need to remove the players HUD with the control point icons, or in the case of a ctf map, the direction finder for teamflags....
What entity or entities contain the information on the player's HUD for either cp_ or ctf_ style of play?
Anyone any ideas?
Mapping question
- l3eeron
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Well, it goes something like this:
If you're running a ctf map you place an item_teamflag, which automatically induces the flag finders. Still uses team_control_point_master to end the round according to your settings.
Maybe you could send a kill command to the intel? You'd have to know the exact name of the intel. Then you would have to send a command to the server (assuming with sv_cheats 1) to kill the part of the HUD you don't want.
Same thing for the capture points, you'd need to disable the capture zone (a trigger field), then kill the HUD - server side.
I know you can (per client) use "cl_drawhud 0" there must be a way to do the same thing server side.
...I'm lookin for more acuurate info.
If you're running a ctf map you place an item_teamflag, which automatically induces the flag finders. Still uses team_control_point_master to end the round according to your settings.
Maybe you could send a kill command to the intel? You'd have to know the exact name of the intel. Then you would have to send a command to the server (assuming with sv_cheats 1) to kill the part of the HUD you don't want.
Same thing for the capture points, you'd need to disable the capture zone (a trigger field), then kill the HUD - server side.
I know you can (per client) use "cl_drawhud 0" there must be a way to do the same thing server side.
...I'm lookin for more acuurate info.
- l3eeron
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Thinking aloud here...
If you can place entities without recompiling the map:
Place a trigger field over entire map (or just spawn rooms actually) that fires to point_servercommand with parameter of "sv_cheats" value "1" on starttouch.
you might be able to place a point_clientcommand to send a command to !activator, with parameter of "cl_drawhud" value of "0" on starttouch.
Then reverse the sv_cheats after delay of 1 second....
If you can place entities without recompiling the map:
Place a trigger field over entire map (or just spawn rooms actually) that fires to point_servercommand with parameter of "sv_cheats" value "1" on starttouch.
you might be able to place a point_clientcommand to send a command to !activator, with parameter of "cl_drawhud" value of "0" on starttouch.
Then reverse the sv_cheats after delay of 1 second....
- Dog
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With the ctf maps, I added a team_point_control_master as a new edict. So it can now receive parameters such as "SetWinner".
Even if you disable/kill the team_control_points or the trigger_capture_areas, the HUD icons still remain. It's not a big issue as I have created my own pseudo display using game_text entities....not a brilliant or as professional looking method compared to overlays but it will do.
BTW, I have created some spectacular server crashes on my end, as I accidentally deleted "world" (edict #0) hehe!
Even if you disable/kill the team_control_points or the trigger_capture_areas, the HUD icons still remain. It's not a big issue as I have created my own pseudo display using game_text entities....not a brilliant or as professional looking method compared to overlays but it will do.
BTW, I have created some spectacular server crashes on my end, as I accidentally deleted "world" (edict #0) hehe!
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