But thank you for positive reactions

in my opinion, i don't consider the scoreboard to be map specific, or to be branded depending on map. it should remain general, with always 2 objectives.GtkRadiant wrote:could there be multiple scoreboards created to fit the different styles of maps? perhaps the desired scoreboard could be chosen by setting a key to the worldspawn?
my map that i'm working on takes place in a factory, so i think it should look like this:Silicone_Milk wrote:I agree. It would be cool to see the GUI of the objective board read from an external config file so people could tailor it visually to match the theme of the map.
(A slick sci-fi GUI would look kind of odd on a Heretic remake)
but if a custom texture was used as the overlay, how would the text alignment work out?Eraser wrote:Not in the hud I'm afraid. But it wouldn't be hugely difficult to have the level designer be able to override the objectives screen with a custom image (most likely through a worldspawn key)
I've put it in and it looks pretty sweet.
this is already possible, spawn points can be triggered on/off, when the player dies, he spawns at the nearest spawn point. this system can be used to have progressive spawn points. (deactivate the first one while activating the second one, deactivate the second one while activating the third one. and so on.)bludshot wrote:And if you're planning to never have saving, then I think you should have progressive spawn points in the map, so if you beat half a map and died you would spawn at a forward checkpoint instead of way back at the spawn.
By triggering on/off, are you referring to the method of using the "count" key on the info_player_start entity? This is the only way I can think of, and it's kind of strange because you can only set a count or no count(which turns out to be unlimited, actually). You can't set a count of 0 to turn it off because 0 actually means unlimited.GtkRadiant wrote:this is already possible, spawn points can be triggered on/off, when the player dies, he spawns at the nearest spawn point. this system can be used to have progressive spawn points. (deactivate the first one while activating the second one, deactivate the second one while activating the third one. and so on.)bludshot wrote:And if you're planning to never have saving, then I think you should have progressive spawn points in the map, so if you beat half a map and died you would spawn at a forward checkpoint instead of way back at the spawn.
Ahh, I was about to say "why would i do that if i don't know what it does.", but I double checked the entity info again and I see you got it hidden away in the NOTES area, rather having a "targetname" key be present and have the description be there instead of in the NOTES area.Eraser wrote:Point a trigger_multiple towards an info_player_start entity and do the maths
Or divide it up more so that the targetname description only talks about enable/disable, and then says "See NOTES below", and NOTES would continue talking about spawnflags, etc.NOTES --------
Targetting an info_player_start spawnpoint with a trigger will enable or disable the spawnpoint. Spawnpoints are by default enabled unless the DISABLED spawnflag is set. Note that a spawnpoint that is disabled because it reached its [count] number of spawns is not enabled by triggering it.